[ACE] Victor Engine--Pixel Movement question

Discussion in 'RGSSx Script Support' started by CoGDork, May 8, 2018.

  1. CoGDork

    CoGDork That's Me! Veteran

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    Is there a way to keep this script but modify it so that your character does the default 32-pixel step as opposed to the 4-pixel step the script forces? I'm hoping not to have to get rid of it, as Victor has the only jumping/moving platform scripts for Ace that I know of and both require this script.
     
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  2. Roninator2

    Roninator2 Gamer Veteran

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    So the question is why do you need it to do 32 pixels and not 4?
     
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  3. DarkHyudrA

    DarkHyudrA Actually I'm Enzonaki Veteran

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    This is not a simple task of the like "change this number in line 666". There are a few places that need changing + tests, so you need someone with quite some free time to make it work that way.
     
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  4. CoGDork

    CoGDork That's Me! Veteran

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    Well for one thing, 4 pixels means whenever you trigger a cutscene involving the player via tile touch, the alignment is all screwed up as the player is never fully on the activated tile when the event triggers. For another, 32 pixels makes some elements of collision easier.

    EDIT: For a bit of clarity on the latter, with this script as it is default, let's say you have two button/switch events on adjacent tiles, and you only want to activate one of them; with this script as it is at default, you have to align yourself JUUUUUUUUUUUST RIGHT before activating the button, because if you're even slightly "on" the other tile then the other button activates as well. Maybe I'm doing it wrong, but the script is hardly clear on exactly what all of its functions do.

    Then there's the fact that, again, with this script as it is by default, if you want to go into a hallway that is only one tile wide, you have to align yourself with it just perfectly or you'll stop against the wall.
     
    Last edited: May 9, 2018
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  5. DarkHyudrA

    DarkHyudrA Actually I'm Enzonaki Veteran

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    If you problem are the collisions, and only that, you could try the config
    VE_PLAYER_BIG_COLLISION and set it to false. It comes true by default. It reduces all hitboxes by 8 so collision is easier to handle and more smooth when walking in single tile hallways.
    Didnt test it, just read the documentation of the script.
     
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  6. CoGDork

    CoGDork That's Me! Veteran

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    I've HAD it on False. The problems persist.
     
    Last edited: May 10, 2018
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  7. CoGDork

    CoGDork That's Me! Veteran

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    Sorry for the bump, but I still need help on this.
     
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  8. CoGDork

    CoGDork That's Me! Veteran

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    Once again, sorry to bump. I would really appreciate it if someone helped me with this.
     
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  9. CoGDork

    CoGDork That's Me! Veteran

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    I still need help here, but should I just give up on ever getting any help for this problem? I don't want to get in trouble for bumping too many times.
     
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