Event question:

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Evilmog

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Well for starters I just want to say I love this software. Rather upset I didn't know about it sooner with how long it's be available; but oh well.

Anyways, I'm still a bit new, but I got a firm grasp on what a lot of the event functions can do. I've looked at the FAQs and some threads, but nothing specific to my issue. And it's probably a super easy fix.

Background: I am aiming to make a classic RPG style game. With that said here's how I want the event to flow (followed with what happens):

Find a boat on the dock --> Find the captain

Find the captain --> Captain tells you to meet him at the boat

Find the captain again --> He asks if you're ready to board

Yes --> captain boards ship, you follow --> boat leaves dock to goes world map (Want this automated so I don't have to make like 80 transport events)--> you're on the boat and can move freely

No ---> do whatever you want until you decide to board the boat.

Everything runs smoothly until the returning to world map part. Probably a simple order of operation issue on my end, but I can't quite figure that order out lol.

I've attached SS's of the events I have. What happens after the boat leaves the town area and enters the World Map area I get what you see on the 3rd SS.

The other issue stemming from this is the event in 1st SS doesn't seem to properly be turning off the switch that's supposed to trigger it, so it keeps looping when I attempt to re-enter the city.

Told ya still a bit new...Exit Event function clearly 'exits the event' so the switch was never being turned back off.

And what may cause a later issue, in order to make the boat graphic (not the vehicle) able to move in the water, I had to change the passage setting for the water, so later on my guy is gonna be Jesus since the boat will be gone but the passage settings still there (I'll worry about that one later though).

Thanks for your time, and again awesome software :D

event0.png

event.png

oops.png
 
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Andar

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OK, a few tips on what you're doing wrong.

1) Your event ends with a move route controlling the player, but you never issue a command for the player to get on board of the vehicle - just setting a switch to remember the current event status doesn't change the vehicle status, for that you'll need a specific event command (I don't have Ace ready at the moment, so I can't tell you where that command is).

2) There are two different water vehicles, boat and ship. They operate on different water tiles (deep water for ship, shallow water for boat). you have to use the correct water tiles depending on which vehicle you set there.

3) If you want an event to move on otherwise impassable terrain, then either set the event to "through" or to "above player", but do not change the tile passability - as you mentioned yourself, that will only mess up player movement.

Work these points into your event structure - if it still doesn't work, give us the new versions and tell us what part still doesn't work.
 

Evilmog

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Did not know about #2, thanks for that info. And #3 is what I was looking for so all that is fixed.

About #1, I have the command to get on / off vehicle set in the 1st SS: After the player is transported, the vehicle location is set, and they should get on / off it. 

After what you said though, I'm wondering if it's due to the fact that the ship that's in the town isn't a vehicle and just a graphic. 

Actually want to apologize for the order my SSs were posted, it's actually backwards. The 2nd one does everything it supposed to, I just tossed it in there as a just in case issue. It shows the cpt / character disappearing onto the ship and triggers the ship moving. Perfect.

The flaw is somewhere in my, reorganized, ship event:

@>Set Vehicle Location: Ship, [001:World] (015,019)@>Get on/off Vehicle@>Set Move Route: This event(Wait): : $>Through on: : $>Turn Down: : $>Move Down: : $>Move Down: : $>Move Down@>Transfer Player:[001:World](015,019),Down@>Control Switches: [0005:1st board] = OffSo question really just boils down to: Is that how you would properly transfer a player onto a vehicle? Set the vehicle location, then get on it, then transfer? I know this is just a simple order of operation error. 
 

Andar

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No, that is not how you would move the ship - those commands move the event, but not the vehicle.

I have to admit that I never even tried to move the vehicles (it should move with move route player if the player has boarded), because everyone in previous posts said that it's difficult to control vehicles in cutscenes - what is usually done is using an event as a placeholder with a vehicle grafic, and only use the real vehicle when giving control back to the player.

So I would turn the player invisible when he's supposed to board (instead of calling the vehicle to that position), move the event with the vehicle picture as you want to the edge of the map, then transfer the player, set vehicle location on the new map to the side of the player (player would get transfered to a coast tile, ship to the water tile), then use the "get on vehicle" command and turn the player visible again after that.
 

Evilmog

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That's how I have it set actually:

@>Show Choices: Yes,No 'Ship boarding question : When [Yes]@>Set Move Route: This Event:$> Turn Right :$> Stepping Animation On:$> Walking Animation On:$> Wait: 60 frame(s) :$>Graphic: None 'Recreates Cpt walking onto ship@>Control Switches: [0004:obtained boat] = ON 'Allows character to walk through Cpt start point@>Set Move Route: Player:$> Turn Right:$> 1 Step Forward:$> Stepping Animation On:$> Walking Animation On:$> Wait: 60 frame(s) :$>Graphic: None 'Recreates Character walking onto ship@>Control Switches: [0005:1st board] = ON 'Triggers ship event to sail offIf 1st board = on then:mad:>Set Vehicle Location: Ship, [001:World] (015,019) 'Set Vehicle@>Get on/off Vehicle 'Get on Vehicle@>Set Move Route: This event(Wait): : $>Through on: : $>Turn Down: : $>Move Down: : $>Move Down: : $>Move Down@>Transfer Player:[001:World](015,019),Down@>Control Switches: [0005:1st board] = Off 'Disable looping of Yes reply Problem I have with your suggestion:

then transfer the player, set vehicle location on the new map to the side of the player (player would get transfered to a coast tile, ship to the water tile), then use the "get on vehicle" command and turn the player visible again after that.
Is that you'd get on the boat..be forced off the boat and have to get back on. Just thinking about that pisses me off as a gamer lol
 

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I'll see what I can do if I actually make it a vehicle. I'll post my results.
 

Evilmog

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That worked out, well, perfect.

The issue I was running into the first time is I was setting an action button trigger the 1st time you see the boat, and instead of saying 'hey find the owner' you went all GTA and stole the thing. 

Changed it to a player touch event and force the character away from the boat, allowing it to repeat if you step on the spot again. Go talk to Cpt, that script still works perfect. Find him back on the docks. The next script works fine, cpt vanishes, you board the ship and the ship takes you out to the wild blue yonder.

Should note that vehicle control during cut scenes seems rather easy. Once you're on the vehicle the vehicle = player.

Feel free to close this. And thanks again for the assistance.
 

Andar

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

I also just found another point where you probably misunderstood a command.

"Get ON/OFF Vehicle" only works if the player is standing next to the vehicle, otherwise the command is ignored.

You set the vehicle location on map 001:world, which is most probably not the location where the player is at the moment the event is executed - otherwise you wouldn't need the transfer command to that map a few lines later.

Problem I have with your suggestion:
Is that you'd get on the boat..be forced off the boat and have to get back on. Just thinking about that pisses me off as a gamer lol
No, of course not - the player wouldn't even see that the true boarding command only happens after the transfer.

That's why the player sprite was turned invisible, to prevent the player from seeing the way the program automated the cutscene.

And that is one of the most important lessons for any game developer: what the player sees and imagines is NOT the same as how the developer really does things.

There are limitations in any game engine, and trying to force the game engine into the way the player should think is a lot more work for the developer than cheating by turning controls differently than what the stoy tells the player how it was done.

For example, there are a lot of cases where the developer give an event the same graphic as a player and then turn the player invisible to control the actual player position differently than the event pretending to be the player. That has to be done for every cutscene where the player in front of the monitor is supposed to watch a scene that happens after the player sprite ingame left the map, simply because the game engine fixes the map display position on the position of the actual player icon.

EDIT:

A lot of simultaneous posting ;-)

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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