Limiting Boat boarding/deboarding?

diablodevil2

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I was wondering, is there a way to prevent a player from getting off of a boat except in certain spots (Like a dock, basically)?

It's easy enough to make the player disembark on a dock with events, but I want to make it so they can't do it on just any walk-able land. I know the obvious solution would be to add non-walk-able tiles around the shores, but I really would prefer to not have to outline all of the shores with mountains or reefs or whatnot, mainly for aesthetics. 

Thanks for any advice! c:
 

Wavelength

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You could probably script the Get On/Off Vehicle thing to only work at certain Region IDs.  I've never worked with the vehicle function (ever, in any capacity), so I'd leave it to someone who has to give you the appropriate scripting.

Or, for a non-scripting solution, you could add non-passable blank tiles from the B-C-D-E sets (or events, where you're already using a tile from one of these sets) around the shorelines.  Just find (or create) a completely blank tile in one of those tilesets, and set its passability to non-passable.
 

Kes

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I'm not sure that having blank non-passable tiles would actually work well for a player.  How would he/she know why all of a sudden areas can't be walked on with no visible clue as to what's going on?  If you've got a longish shore line (e.g. on a world map) it would be something of a chore to set up and irritating for the player to keep stumbling across non-passable areas.

Galv has a very simple, efficient script here which uses a region to designate where you can board/disembark.  For a boat I use it on a landing jetty which tells the player what's going on, and makes it seem logical that you can get on/off a boat there.
 
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diablodevil2

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Thanks to both of you for your responses! Ks, that was exactly the sort of script I was looking for, thank you. 
 

Wavelength

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I'm not sure that having blank non-passable tiles would actually work well for a player.  How would he/she know why all of a sudden areas can't be walked on with no visible clue as to what's going on?  If you've got a longish shore line (e.g. on a world map) it would be something of a chore to set up and irritating for the player to keep stumbling across non-passable areas.
The blank, non-passable tiles would be laid on top of the water tiles right around the shoreline!!
 
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