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- Jul 12, 2013
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Hello there!
I'm trying to make a patrolling NPC (custom move route) between 2 houses, the player has to move between roofs without sliping to the floor tiles or calling the npc's attention for too long. I set this with Region's ID, floor tiles ID1, roof tiles ID2 .and Mog's Sensor Range Script (wich makes nearby events activate their self switch D if the player is at X distance from it)
Basically, if you step on region 1, the npc runs towards you and game over,
on region 2 activates a stepping sound
Set the npc range detection to 1 (will activate switch when standing beside it) so when you're walking on the edge of the roof and the npc walk's "below" you, it looks towards the player and stares as if it had heard something.
So far so good, everything works except that after I trigger the NPC's self switch D by standing in range and then walking out of it, the npc will start the custom move route all over again, screwing up the patrol positioning. Is there any way I could 'label' the step in the move route it was on before activating the self switch D(walking beside the event), and then 'restore the label' when it turns OFF (walking away) so it resumes the move route as intended?
Is there a way to make it so that after the Self switch D is activated, if not deactivated in X seconds its game over, to make it look as if the npc sees you if you dont hide quickly?
Im not sure if I explained myself proprely, I could load SS if needed ñ___ñ
I'm trying to make a patrolling NPC (custom move route) between 2 houses, the player has to move between roofs without sliping to the floor tiles or calling the npc's attention for too long. I set this with Region's ID, floor tiles ID1, roof tiles ID2 .and Mog's Sensor Range Script (wich makes nearby events activate their self switch D if the player is at X distance from it)
Basically, if you step on region 1, the npc runs towards you and game over,
on region 2 activates a stepping sound
Set the npc range detection to 1 (will activate switch when standing beside it) so when you're walking on the edge of the roof and the npc walk's "below" you, it looks towards the player and stares as if it had heard something.
So far so good, everything works except that after I trigger the NPC's self switch D by standing in range and then walking out of it, the npc will start the custom move route all over again, screwing up the patrol positioning. Is there any way I could 'label' the step in the move route it was on before activating the self switch D(walking beside the event), and then 'restore the label' when it turns OFF (walking away) so it resumes the move route as intended?
Is there a way to make it so that after the Self switch D is activated, if not deactivated in X seconds its game over, to make it look as if the npc sees you if you dont hide quickly?
Im not sure if I explained myself proprely, I could load SS if needed ñ___ñ
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