Help With Doors

LanceGardner

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Hey, I just wondered if there's an easy way to do area transitions. At the moment, if I have a 3 square area through which you can progress to another area, each square has an individual event in it. I wondered if there's a way to make this region activated, or something, without having to input the variables of where you end up for each tile individually. So for example, the further left you exit the first screen, the further left you end up on the second screen. Thank you.
 

Engr. Adiktuzmiko

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if it's just region based transition, you can use the region based event script out there..


but if you need to have each tile correspond to a specific tile on the new map, which I think is the case due to this:

So for example, the further left you exit the first screen, the further left you end up on the second screen
then you need to do it 1 by 1 unless you can make an algorithm to calculate where to land, and use the scrip call equivalent of the transfer player function
 
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LanceGardner

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Yeah, I could probably handle the region part easily enough, I think I have that region event script installed. It just seemed like there must be a way to get the tiles to correspond by returning variables and adding to them, or subtracting... but it's beyond my ability. Is that definitely impossible?
 

Engr. Adiktuzmiko

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possible, as I said:

unless you can make an algorithm to calculate where to land, and use the scrip call equivalent of the transfer player function
it's just a matter of adding/subtracting a value corresponding where you are currently
 
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mlogan

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if it's just region based transition, you can use the region based event script out there..

but if you need to have each tile correspond to a specific tile on the new map, which I think is the case due to this:

then you need to do it 1 by 1 unless you can make an algorithm to calculate where to land, and use the scrip call equivalent of the transfer player function
In which case, *in my opinion* it seems like it would be easier to just quickly event them all, versus figuring out algorithms to make it work properly.
 

Engr. Adiktuzmiko

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yeah, if it's just 3 events, it might not be worth the trouble...
 

Andar

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Yeah, I could probably handle the region part easily enough, I think I have that region event script installed. It just seemed like there must be a way to get the tiles to correspond by returning variables and adding to them, or subtracting... but it's beyond my ability. Is that definitely impossible?
The transfer player command has the option of using variables for target location - that option is not available on quick event creation, but when you manually select or edit the transfer command.
However, this needs you to know how to calculate the target location with variable commands, and is more work - it doesn't make sense to use this for three transfer points only, but if you have a longer line of transfer points on another map, then it would be easier (and less chance of lag) to go with region codes and a calculated transfer command on a common event.
 

LanceGardner

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Some of my maps will have more than 3 points of entry, I mainly limit it to 3 at the moment because idk how to do this, but since I favour organic map design it annoys me having to put objects to clutter the edges of the map so that people don't exit there. This technique would also be especially relevant on a map where I have a pit in which you can fall onto a tile in a lower map which should correspond to your x and y position.
 

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