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Kes

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I am using my own animated water tiles which I have placed in the first position on the A1 tiles sheet (referred to as Block A in the tileset specifications of the Help file).  The tile set of which this forms a part is an Area type, not a Field type, as it is a large lake, not a sea or an ocean.  However, I still want to be able to use the boat so that my party can reach various islands in the lake.

I have 2 problems.

1) My party can enter the boat, but cannot leave it, even at the spot from which they started.

2) The boat will turn in all directions, but will not move through the water, even though the water tiles are in the position designated for boat movement.

Any ideas about what I'm doing wrong?

Thanks.
 

Andar

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Is the water tile impassable to the player? The boat can only move on tiles that are impassable to the player.


You can best remember it this way: If the water is shallow enough to allow the player to walk on it, then it's too shallow to allow boat or ship movement.
 

Engr. Adiktuzmiko

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The tile set of which this forms a part is an Area type, not a Field type, as it is a large lake, not a sea or an ocean.
Does putting it as field type solve the issue? If it does, then does setting it to field type causes some other problems as to why you must use Area type instead?
 
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Kes

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@Andar

The water is impassable, and that would not affect the getting on and off. (I think)

@Engr.Adiktuzmiko

I was under the impression that setting ordinary tiles to Field caused other A tiles to behave differently.  Is that not the case?

EDIT

Just tried setting it to Field, and the boat still doesn't move.
 
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Andar

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Please post a screenshot of your tileset definition and the map. If the boat can turn but not move, it is an passability issue - and the same is for getting off. The get off vehicle can only work if the tile to the front of the vehicle allows the player to stand on.


It definately looks as if something messed up your passability - if not a wrong setting in the tileset, perhaps a script?
 

Kes

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Here is a small section of the lake (it's a big map) showing where the boat starts.  The player can enter the boat either from the land or the little jetty.

Lakeside_zpsxvmugki3.png


And here is a screen shot of the tile set,

Water%20tile%20set_zpsnojchtrr.png


The only script I have which affects passability is Neon Black's Terrain tags script which uses certain regions.  No regions have been set for this map, and i have no passability issues on other maps.
 

Shaz

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I don't imagine you'd be able to get off the boat from that spot anyway, as the two tiles you would step onto are impassable in the direction towards the boat. Put your boat at the end of the jetty and see if you can get on/off?


Is the top left tile on your B tab set to a star? I'm not sure if the vehicles even look at that, but if you were on land and not water, that'd be the first suggestion people would make.


If none of that works, set the water tile to passable by the player and see if you can walk on it. Just as a test.
 

Kes

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I've never had any problem getting on the boat, it's getting off that's the problem, it just doesn't happen.  But I moved the boat, just in case.  Still can get on, but not off.

Top left on B is definitely a star, it was the first thing I checked, and I've just checked it again.

I set the water to passable, and the players could walk all over it, no problem.
 
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Shaz

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You're sure there are no other scripts? One more thing you could try is putting this map into a brand new project with no other changes but the terrain tag script and the vehicle sprite. If it works, the problem is likely with your tileset or your scripts.


At this point I would probably start putting debugging commands into the script to see what it's trying to do and where it's failing.


If you're comfortable with it, I would ask you to create a copy of your project and delete all maps but this one, and if its easy, all resources but those used on the map, then zip up your project and send to me. I could spend a couple of hours going through it looking for the cause ... if nobody else can think of any other reason that this would happen.
 
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Kes

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I'd like to take you up on your offer to have a look at it.  I'll strip out all that I can, upload it and when it's ready, pm you with the link.
 

Shaz

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It is the Effectus anti-lag main script. Disable that script (and the mouse patch that goes with it) and it all works fine.


I suspect it's got something to do with @ms_effectus_pass_table and the passable? method rewrite.


It's also not a conflict between that script and any others - if you copy your Main script and paste it just below the Effectus ones (which means none of the scripts below will be enabled), the problem still happens. It's JUST something going on in that script.
 
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Kes

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Thank you so much for tracking this down.  I'll get on to Source and see if he can sort this out, because it's a pretty serious bug.

I think, therefore, that this thread can be closed.

Once more, a million thanks for your help.
 

Shaz

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I'll leave it open in case someone else can figure out the solution.


It may be as simple as saying "if you're in a vehicle, just run the original passage? method, otherwise use the new one".
 

Kes

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I sincerely hope no one does say that to me, because I wouldn't know what they were talking about!
 

Shaz

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lol - let me rephrase that ...


It could be as simple as making the script say ...


;)
 

♥SOURCE♥

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This has just been fixed, an update is coming today (and already sent ksjp17 a fix) :)
 

Shaz

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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