[Ace] Vehicle Event problem

Hardened

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Hey, all, I'm having an issue with trying to get a quick ship cutscene. The goal is to have the party talk to a captain to charter a ride. The player is then teleported either onboard the ship or nearby to board, the ship moves to its destination, the player gets off.
 
I have successfully written it out on a separate project for testing thusly:

 
However, when I try it in my game (I use the standard A1-5 overworld tiles) my player carries out ALL of the Move commands, then turns INTO a ship (at this point, in the middle of the ocean) which is unresponsive to commands (including the menu.)
 
Here is the event page from my actual game:
 

I'm running mostly YEA scripts, and nothing that relates to vehicles or the overworld map as far as I am aware. Here's a screenshot of the list just in case.
 And, in case it helps, a picture of my guy playing Jesus.

Any ideas whatsoever? Yar, it's driving me nuts.
 
Thanks for your time.
 
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Shaz

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I'm at work and there's a filter to block out images from various sites, so I can't see your images.


Are you using an actual vehicle, or have you created an event and just put the vehicle sprite there?


If you can't get into the menu, I'd question whether you have an event set to autorun that has no commands (like, after your cutscene, do you turn on a switch to change the cutscene event to a new page, and did you happen to set that new page to autorun? If you did, change it back to action button).


The player is SUPPOSED to change into the vehicle sprite when they board a vehicle. Boarding a vehicle MAY also disable menu access by default - I'm not sure on that one.
 

Hardened

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The current protocol is as follows:

There is an event (the captain) in a town map that transfers you to the world map and sets a control switch (lets say 001: Boat) to on.

The event (we'll call EVFerry) is set to 001: Boat=ON, Autorun. It starts up fine.

Set Vehicle Location: ship, [001:World] (100,100)

Set Move Route: Player (Wait)

  Move Left

  Move Down

Get on/off Vehicle

Set Move Route: Player (Wait)

  Move Down

  Move Left

Self Switch = ON

The self switch leads to a blank page (set on Below Characters, Action Button.)

The player shows up as a dude sprite, moves left, down, down and left (passing over the ship, these last two tiles are ocean) then becomes the ship (music change and all, ship vanishes from previous spot) and commands cannot be entered. Somehow the "get on" command is giving my player "permission" to walk on water, but delaying the rest of the changes (music, graphic) until all move routes are finished, and then, I don't know what. I have even tried creating a page break (get on, self switch A; self switch A=ON, move move move) but that didn't work (I don't recall if it was the exact same broken or slightly different.)

Doing a test now to see if removing the Move commands after Get On helps.

EDIT: Okay, poked it with a stick, here's some more data.

If I remove the Moves after Get On (the protocol is now Set V Location, Move, Move, Get On,) player moves to the ship, boards, and is in control.

If, after Get On, I add Moves, the player completes ALL moves as his sprite (over water) and then "becomes" the ship, and is in control.

Poked it some more, trying a self-switch again with the intended post-boarding movement on a separate page. Same problem; player completes all movement on both pages, then "boards" the ship.
 
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Engr. Adiktuzmiko

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make sure the ship can pass thru the next tiles
 
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Hardened

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make sure the ship can pass thru the next tiles
After gaining control of the ship in the previous scenario, I was able to move as expected with the ship over those and all other ocean tiles,
 

Shaz

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Your first autorun event doesn't seem to ever end.


Is Map 3 (7,7) right in front of the player so that when they move down, they're moving into (or to the tile above) the vehicle?


I'd like to see what's on the other two pages of event 8.
 

Hardened

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Your first autorun event doesn't seem to ever end.

Is Map 3 (7,7) right in front of the player so that when they move down, they're moving into (or to the tile above) the vehicle?

I'd like to see what's on the other two pages of event 8.
I think by "first autorun event" you mean EV001; you're right, i didn't add a switch, but the problem I am having is with the get on/off command, which is before it. I added a self-switch to EV001 and it ran as expected. It is programmed such that the player is moved to the tile directly above the ship.

The other two pages of EV008 (the problem event) have been changed a bunch looking for a solution, all with the same effect. Currently, page 2 is set to function while a bunk switch is on (nothing in the game turns it on) and it does not run. Page 3 is a self-switch with a blank protocol. It is worth noting that even when I separate the commands to different pages, the game performs all Move functions, then all other functions. Example in the spoilers below (no image.)

Player is at (99,101)EV008, Page 1:

Set Vehicle Location (100,100)

Move Player (wait)

  Move Left

  Move Down

Get on/off vehicle

Self Switch: A=ON

EV008, Page 2, if Self Switch A=ON:

Set Move Route: Player (Wait)

  Move Left

  Move Down

Text: Huh?

Move Route: Player (Wait)

  Move Left

  Move Left

  Move Left

Self Switch: B=ON.

EV008, if Self Switch B=ON:

@>

Pages 1 and 2 are set to Autorun, Below player. Page three is set to Below Player, Action Button.

In this (current) configuration, player moves Left, Down, Left (under the ship, on the ocean,) Down, Left, Left, Left, then becomes the ship (w music change) and text appears "Huh?"

[\spoiler]

Thank you all for your help trying to figure this out.  My only idea right now is that I'm running a script which somehow alters the vehicle action, but I don't see what that could be. EDIT: I just tried copying the working EV001 to my game with the following changes: Map coordinates for Vehicle Location, Move Route was slightly different, removed second get on/off command, added control switch. Same problem. It must be a script, right? I just tried removing the Fullscreen script, no effect.  I can't see what else it could be..
 
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Hardened

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I take it that it is generally agreed that there must be something in one of the scripts I am running? Does anybody know what sort of lines/commands I should look for in these scripts, or is the best option to simply delete them one by one until the problem goes away? Or is there any other explanation as to why a working event copied directly from one game would cease to work properly on another?
 

Andar

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I take it that it is generally agreed that there must be something in one of the scripts I am running?
Not neccessarily - in my opinion such problems are often created by the conditions of the "get ON/OFF vehicle" command - if those conditions aren't fulfilled the second you use that command, then nothing will happen - and the rest of the commands will be executed ignoring the vehicle.
Disable that autorun, place a screenshot of it next to a playtest game and give exactly those commands manually (hitting the action button when the get on/off vehicle command is supposed to be executed.


Does that work? if not, when does it become different from your intention? because that is the moment those commands start to get wrong...
 

Hardened

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if those conditions aren't fulfilled the second you use that command
Do you mean fulfilled "by the second" or "precisely at that second and none earlier?" I've done everything from trying to separate the Get On/Off command from the rest of the movement with switches (both as the final command before a self-switch, and as the first command after) to copying the event directly from the test game, switching only the location of the ship (same position relative to the player.)

I did discover, however, that when text appears, the movement will cease, allowing the player to "board" the vessel... whether I was wrong about this before or it was corrected as the result of one of the many things I did, I'm not sure. Seeing this, I found another way to get it to do what I want. Still, I would love to figure out exactly what the problem is, because, well, it's a problem. Also, I may wish to do something similar in the future. Thanks for your time, again, everyone!

My cheatyface solution:

Autorun a Set Vehicle Location command, then make an event UNDER the ship's location set to Player Touch. Have the first line of command be text ("Next stop, Buckyville!) and then proceed as normal. The only difference between this and what I was going for is that the player has to activate the ship... no big deal.
 

Andar

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Do you mean fulfilled "by the second" or "precisely at that second and none earlier?"
The conditions are independent of timing, they are positional.
The player needs to be standing next to the vehicle, and he needs to be facing the vehicle for the command to work.


The command does nothing other than replacing the action button to board the vehicle when the player stands next to it, facing it.


If the player isn't facing the vehicle, then nothing will happen.
 

Hardened

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The conditions are independent of timing, they are positional.

The player needs to be standing next to the vehicle, and he needs to be facing the vehicle for the command to work.

The command does nothing other than replacing the action button to board the vehicle when the player stands next to it, facing it.

If the player isn't facing the vehicle, then nothing will happen.
Ah, thank you. Yes, the player is facing the vehicle just before the command.
 

Shaz

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Hardened, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.
 

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