pickledylans

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This plugin looks amazing! Though i do have a big newbie question. How am i able to make my followers follow? I tried to create a blank event, choose plugin commands and write "AltMovement followers set 1 following" in it, but of course that is not the solution. I am sorry if the answer seems obvious but my brain just cannot figure it out :kaoswt:
Followers follow automatically for me? no need to event or anything. maybe try removing the plugin command and testing without it?
 

dokkoni

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Followers follow automatically for me? no need to event or anything. maybe try removing the plugin command and testing without it?

Really? Whenever i test my game, they do not follow automatically. Even if i make another project, insert the plugin and test it out, they do not follow either (removing the plugin command and testing without it also doesn't work unfortunately)
 
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pickledylans

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Really? Whenever i test my game, they do not follow automatically. Even if i make another project, insert the plugin and test it out, they do not follow either (removing the plugin command and testing without it also doesn't work unfortunately)
Huh. That's weird. I don't know what's wrong then sorry :(
 

Ronove

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I have a question about the plugin commands you can do.
So, when I have it set as "AltMovement move player right edge wait", the player will go to the edge of the right side of the tile like they are supposed to. When I do "AltMovement move player left edge wait", they don't go to the left edge. They go to the right a bit. Is there something I'm missing?
 

Streema

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I have a question. Apparently this plugin has a problem with displaying more than the average amount of frames, is that possible?
I am currently using galvs plugin to use more frames and these frames are not properly displayed when using this plugin. It works fine however without your plugin. Could that be a problem on yours or Galvs end?
 

sinchross

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I'm trying to make the event chase the player but it get stuck in anything that is not a character event. I'm trying to solve it but can't find a way for it to make like the vanilla movement of following the player that can get out of simples obstacles and return to the right path.

And it's necessary because I'm creating an Action Battle System trying to use Altimit like a base for movement. If the enemies get stuck so easy it will make them seem a lot dumb... Or I will need to create enemy areas without no obstacles between the player and them...

The path finds that could solve it a little doesn't work with this script, unfortunately.
 

Clyve

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So I've gotten the script to interact with characters the way I want, but tiles are a different story. The bottom of a tile has a collision point that is fine. The top, however, collides too high up for a lot of things.

Is there a way to lower the top of a tile collision?

See example of problem here:

Jclo4np
 

definite_lee

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Anyone have any solution for using region restrictions with this plugin?
 

miani

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So I've gotten the script to interact with characters the way I want, but tiles are a different story. The bottom of a tile has a collision point that is fine. The top, however, collides too high up for a lot of things.

Is there a way to lower the top of a tile collision?

See example of problem here:

Jclo4np

In the plugin parameter "player" you have a line called "collider", you can change those values to change the collision point.
 

Restart

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So I've gotten the script to interact with characters the way I want, but tiles are a different story. The bottom of a tile has a collision point that is fine. The top, however, collides too high up for a lot of things.

Is there a way to lower the top of a tile collision?

See example of problem here:

Jclo4np
For ordinary tiles I believe the plugin doesn't let you change that. You can, however, define that garbage bag as an event, and put a custom collision mapping into it as a comment, like this:


<collider>
<rect x='0' y='0.5' width='0' height='0.5' />
</collider>


I do have a couple of questions myself.

First, is there any debug switch to get the plugin to draw the hitbox lines? It'd be nice to be able to check for holes in walls or whatever.

Second, how would I control fine movement of events using this plugin?

I have a cutscene where arrows get shot from offscreen and hit a couple of guards in the head (which can be triggered with the guards in any arbitrary position). Without pixel movement it's easy to get the arrows to hit at head level, but I'm not sure how to get that level of fine control once the guards are no longer constrained to the grid.
 
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Chef

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Can I change the collider with the presets I made via a notetag? That would be a lot easier than to run an event in parallel, set the collider with a plugin command, activate self switch A, and go to the page that actually can be used.
Or is there some kind of logic behind the plugin that decides what image in an event should have which collider? Cause if so, I don't have a clue. It's completely random. Some events are tile sized, others a small circle, and I don't know why.
 

definite_lee

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Can I change the collider with the presets I made via a notetag? That would be a lot easier than to run an event in parallel, set the collider with a plugin command, activate self switch A, and go to the page that actually can be used.
Or is there some kind of logic behind the plugin that decides what image in an event should have which collider? Cause if so, I don't have a clue. It's completely random. Some events are tile sized, others a small circle, and I don't know why.

You can put a comment in events with whatever collider setting you want.
Example:

<collider>

<rect x='0' y='0' width='1' height='0.5' />

</collider>

I like to use that method instead of the parallel event/plugin command
 

Chef

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You can put a comment in events with whatever collider setting you want.
Example:



I like to use that method instead of the parallel event/plugin command
Yess that's already a lot less work. Thank you very much!
 

Chef

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Sorry for another question, but does anyone know how to fix the response time when walking on a "player touch", "below character" event? I have a portals that transfer the player to another part of the same map or anonther one, but with Altimit Movement it's possible for the player to walk halfway on the tile after the portal, before it responds.
 

definite_lee

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Sorry for another question, but does anyone know how to fix the response time when walking on a "player touch", "below character" event? I have a portals that transfer the player to another part of the same map or anonther one, but with Altimit Movement it's possible for the player to walk halfway on the tile after the portal, before it responds.

It sounds like you may need to adjust the collider box for this event.
 

Restart

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Sorry for another question, but does anyone know how to fix the response time when walking on a "player touch", "below character" event? I have a portals that transfer the player to another part of the same map or anonther one, but with Altimit Movement it's possible for the player to walk halfway on the tile after the portal, before it responds.

With player touch, the player must be fully inside the event before it to be triggered (or the event fully inside the player, if the event collider is smaller than the player's). With event touch, the event will fire the moment the colliders even slightly touch.
 

definite_lee

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@definite_lee @Restart In the video, the first try is with keyboard and works fine, 2nd try is with controller and works fine (BUT it's not on normal walking speed yet), and the 3rd try also is with controller and that's my problem.

yeah try the suggestion to change it to an event touch. or try changing the priority of the event.
 

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thought I'd upgrade to mz from mv cause of the nice quality of life features but ****ing hell why couldn't they allow old plugins to work in it and secondly how come in over a year since it's release has there been no mz version of something so crucial as a non grid based movement plugin. I guess I'll stick with mv. (why wasnt mz just an update to mv anyway literally nothing substantial changed..)
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