deveras111

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Hello all, I have a bit of a predicament.

I am trying to make a puzzle game where the player shoots fire, and I'm using the plugin Galv's Map Projectiles to accomplish this, and although I almost have it doing what I want, the issue right now is it takes more than one press of the enter button for the player's sprite to actually shoot a projectile which is odd.

Screen Shot 2019-04-09 at 1.43.32 AM.png Screen Shot 2019-04-09 at 1.43.20 AM.png Screen Shot 2019-04-09 at 1.43.07 AM.png

This is how I have my event that allows me to shoot projectiles set up. It is a bit different then Galv has it in his demo. Thats because I also wanted to limit the player on how many projectiles he could throw depending on how many "Potions" he has. Later on in the game development I'll be changing that to something else but for now, it was working pretty well. Somewhere along the line, however, the enter button needed 5 or 6 presses before shooting a projectile. I am very new to all of this so any help is much appreciated. Also if anyone knows of a tutorial for Galv's Projectile Map plugin that would be amazing. This being my first ever plugin, the journey has been painful. ;_;

Also this is my first post so if this thread has been posted in the wrong board I apologize.

Link to plugin: https://galvs-scripts.com/2016/09/13/mv-map-projectiles/
 
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Kes

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It can be a bit confusing at first working out where to post. As this involves a plugin I will have to move it. Please edit your post to include a link to the web page where you got the plugin so that people don't have to hunt for it.
Thanks

[move]JavaScript/Plugin Support[/move]
 

definite_lee

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I'm not entirely sure if this is correct but...it looks like your Control Self Switch A and B = Off is outside of the If conditional branch for when the action button is pressed. You should try placing the Control Self Switch under Wait 5 frames, and above 'End'.

hope that helps.
 

Engr. Adiktuzmiko

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Yeah, right now you're practically setting A/B ON/OFF on a per frame basis unless a projectile is triggered since the setting to OFF is outside of the conditional branch. So chances are, the moment you hit OK coincides with the moment that Page 1 is actually the one that is being ran, which is why it can take many presses before you actually launch a projectile.

Just for reference, by default, the game runs at 60 Frames per second, meaning your event page right now changes every 1/60 of a second which is a very fast time.. Meaning for a projectile to activate, you'd need to hit that OK button in the 1/60 of a second that the event is on either page 2 or 3.
 

deveras111

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It can be a bit confusing at first working out where to post. As this involves a plugin I will have to move it. Please edit your post to include a link to the web page where you got the plugin so that people don't have to hunt for it.
Thanks

[move]JavaScript/Plugin Support[/move]

Thank you

Yeah, right now you're practically setting A/B ON/OFF on a per frame basis unless a projectile is triggered since the setting to OFF is outside of the conditional branch. So chances are, the moment you hit OK coincides with the moment that Page 1 is actually the one that is being ran, which is why it can take many presses before you actually launch a projectile.

Just for reference, by default, the game runs at 60 Frames per second, meaning your event page right now changes every 1/60 of a second which is a very fast time.. Meaning for a projectile to activate, you'd need to hit that OK button in the 1/60 of a second that the event is on either page 2 or 3.

Yep that's what it was. I had been playing around with the organization of the commands for SO LONG trying to make the projectile require an item to work, that I didn't even try to do that. Thank you very much, to both you and @definite_lee
 
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