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- Jan 12, 2023
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Hey,
I just tested my push/pull Common Event and and unfortunately, it doesnt work at all, when I activate pixel movement for the map. Below I attached a cut down version of the event. I reduced it to the minimum as the long version with smooth movement and sound effects is too long.
Maybe anyone could give the some tips, what's causing the problem? The event moves in a weird way and when I check for passability like that:
The game freezes and nothing moves at all.
EDIT: I fiddled around for a bit and the problem is only present, when I use the 8dir movement option/sprite sheet. This seems to mess up the player direction checks.
EDIT2: It actually were 3 seperate problems and I managed to solve 2 of them. One was an incompatibility with VZ move Core, because I still had Visustella 8dir movement active. The second (weird object movement) was due to invisible followers still creating invisble collisions. Only one problem remains: the function *.canPass seems to not work properly. Collision works fine, but I check the collision in order to play the correct sound effect.
Any help would be appreciated.
Regards Lufos
I just tested my push/pull Common Event and and unfortunately, it doesnt work at all, when I activate pixel movement for the map. Below I attached a cut down version of the event. I reduced it to the minimum as the long version with smooth movement and sound effects is too long.
Maybe anyone could give the some tips, what's causing the problem? The event moves in a weird way and when I check for passability like that:
Code:
$gameMap.event(this._eventId).canPass($gameMap.event(this._eventId).x,$gameMap.event(this._eventId).y,4)
The game freezes and nothing moves at all.
EDIT: I fiddled around for a bit and the problem is only present, when I use the 8dir movement option/sprite sheet. This seems to mess up the player direction checks.
EDIT2: It actually were 3 seperate problems and I managed to solve 2 of them. One was an incompatibility with VZ move Core, because I still had Visustella 8dir movement active. The second (weird object movement) was due to invisible followers still creating invisble collisions. Only one problem remains: the function *.canPass seems to not work properly. Collision works fine, but I check the collision in order to play the correct sound effect.
Any help would be appreciated.
Regards Lufos
Last edited: