Get on/off vehicle doesn't work

vipar

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I am currently playing around in a sandbox project to try and learn how the events should be used.

Right now, I am trying to make a whirlpool event that when you sail into one, a few things happen:

  1. You are shown a picture of a whirlpool taking up the screen.
  2. You are shown text that tells you that you were caught and that everything goes black.
  3. When the screen goes black the picture disappears.
  4. When the screen fades in again, you are on land and your vehicle is waiting at sea again.
My issue is with 4.

Currently my event looks like this:



But it's like the "Get on/off vehicle" event is completely ignored. Even though I place the vehicle next to a patch of land in which the player could get out of the vehicle or on.



The ship would be placed where the starting position is at shown in the above picture.

What am I doing wrong?
 

EternalShadow

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Put it above 'transfer player'?
 

Kes

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The key bit is probably "if the vehicle is not in a place where it can be boarded or exited, the command will be ignored."

The ship can't go on the land where you have transferred the player, so the command is ignored.  Try moving the ship to where you could land from normally, have Get Off, transfer the player again to where you really want him to be, if that is somewhere different, and the ship to where it is supposed to be.  Then do your fade in.
 

vipar

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The key bit is probably "if the vehicle is not in a place where it can be boarded or exited, the command will be ignored."

The ship can't go on the land where you have transferred the player, so the command is ignored.  Try moving the ship to where you could land from normally, have Get Off, transfer the player again to where you really want him to be, if that is somewhere different, and the ship to where it is supposed to be.  Then do your fade in.
The ship is transported to where it started as you can see on the map. So from that logic, the player should be perfectly able to board and leave the ship.

Now I tried what you said, and the result is this (which I have seen many times before now):



The "get on/off" event is completely ignored regardless of where I place the ship and use the event.
 

Andar

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If the player is on the ship in the screenshot then of course the command is ignored, because the ship is already on land where it is not allowed to be.


You need to be very careful about the exact sequence on when which command is given - please post a screenshot again of your current event and we'll tell you what to change there.
 

vipar

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If the player is on the ship in the screenshot then of course the command is ignored, because the ship is already on land where it is not allowed to be.

You need to be very careful about the exact sequence on when which command is given - please post a screenshot again of your current event and we'll tell you what to change there.
Look at this post:

I am currently playing around in a sandbox project to try and learn how the events should be used.

Right now, I am trying to make a whirlpool event that when you sail into one, a few things happen:

  1. You are shown a picture of a whirlpool taking up the screen.
  2. You are shown text that tells you that you were caught and that everything goes black.
  3. When the screen goes black the picture disappears.
  4. When the screen fades in again, you are on land and your vehicle is waiting at sea again.
My issue is with 4.

Currently my event looks like this:



But it's like the "Get on/off vehicle" event is completely ignored. Even though I place the vehicle next to a patch of land in which the player could get out of the vehicle or on.



The ship would be placed where the starting position is at shown in the above picture.

What am I doing wrong?
 

Andar

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can the ship move on those coordinates? Have you checked that by deactivating the event and going there manually?


Because there is one tile of "shallow water" where the rowboat but not the ship can move...
 

vipar

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can the ship move on those coordinates? Have you checked that by deactivating the event and going there manually?

Because there is one tile of "shallow water" where the rowboat but not the ship can move...
The ship starts next to the shore, and the player can board and exit it.

So it's odd that the function from that script doesn't work when I place the ship the exact same spot as where it started.
 

Shaz

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You transfer the player, but did you transfer the vehicle? The player has to be on a tile right next to the ship, and facing it, in order to get on it. So if you move your player back to the edge of the land (make sure it's in a direction that's facing the sea), you also have to do a Set Vehicle Location to put the ship in front of the player.
 

vipar

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You transfer the player, but did you transfer the vehicle? The player has to be on a tile right next to the ship, and facing it, in order to get on it. So if you move your player back to the edge of the land (make sure it's in a direction that's facing the sea), you also have to do a Set Vehicle Location to put the ship in front of the player.
But as you can see from the second attempt, the vehicle follows when I use move player.

I even tried moving and see that the vehicle still works as intended when moving it. But the get off/on vehicle function, doesn't trigger at all.
 

RyokuHasu

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I have it working, you have to point the boat to face the shore.

so here is the BEFORE

Before.png

Here is AFTER

After.png

Here is the Wirlpool event

First Event.png

 Here is the Autorun Event after the transfer

Second Event.png
 
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RyokuHasu

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Do you want it to work or not?  :p

Edit, I see you have multiple wirlpools, it seems like having each one of those be only a few lines and having only 1 single event running the getting off the boat every time might work better also.
 
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vipar

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Do you want it to work or not?  :p

Edit, I see you have multiple wirlpools, it seems like having each one of those be only a few lines and having only 1 single event running the getting off the boat every time might work better also.
Now I have this to control getting off, just like yours:



And this for the whirlpool itself:



And the result:

 

RyokuHasu

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If you are goign to have a bunch of extra stuff in the whirlpool the you might want to wait until just before the fadeout to turn the switch on.

Other than that it takes a few seconds before it fades back in, it's not as instant. But if it's just not fading back in I don't know why.
 
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vipar

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If you are goign to have a bunch of extra stuff in the whirlpool the you might want to wait until just before the fadeout to turn the switch on.

Other than that it takes a few seconds before it fades back in, it's not as instant.
I think found the issue as I don't think the handling of the whirlpool event is autorun, so probably the issue.

But otherwise I starred at the screen for 20 seconds.
 

RyokuHasu

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Oh yep, didn't see that, yep set it to autorun =D
 

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