Same map door system.

Benja

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The title might be confusing, but here are the features of what I would be asking for.

1. A door system where I open the door first, then can choose to walk through or not. This is a terrible explanation of what I want, so I will be more detailed. If you press space/enter/z on a door the door opens. Press space/enter/z on it again to close it. If it is open you can just walk through it.

2. Most of my game is going to take place on one very large map, so I would hope that this script could transfer or just move the player on the same map instead of a different one.

3. Not required, but would DEFINITELY be appreciated, make events able to open/close the doors and go through it.

Any help would be appreciated!
 

Miss Nile

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Ahh I am not sure I understand correctly, but if I do, this can be simply done through events.

1. Have the door open as usually evented, then using a self switch, make another page with the door open picture. Using a conditional branch if Button A is pressed, you close it and go back to page 1 by setting the self switch off. Otherwise, a player touch would transfer the player.

2. You can do that already. Just choose a different location on the same map. I don't really see why you would need a script for that. XD

3. It can be probably evented, but it would be complicated. Can't really help here.

Sorry if I didn't get what you want correctly. XD
 

Andar

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Yes, you'll need a script - but not for the function you imagine you would need...

1. <snip> Press space/enter/z on it again to close it. If it is open you can just walk through it.
That is the only part that will need a script, because while an event is passable you cannot trigger it in default.
You would have needed different events for opening and controlling it, and that would require the use of switches instead of self-switches and cause other limits.


The rest (2&3) are there by default eventing and don't need any script.


But large maps tend to lag, especially with large numbers of events - that's why commonly the map size is choosen below 100x100 even if RM could theoretically handle maps of 500x500.


Test it out - if you need larger maps, it'll be easier to devide the maps in the editor and just have the transition from one map to another without visible effects...
 

Benja

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The main reason I have a large map is so that a single enemy can follow you multiple places around the map, and to you have a link to a script that could accomplish the part that needs one?
 

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