- Joined
- May 16, 2019
- Messages
- 102
- Reaction score
- 28
- First Language
- English
- Primarily Uses
- RMMV
Hey guys,
Working on a game which I think will be awesome - in no small part thanks to the Galv's Map Projectiles plugin, which has allowed my character to fire a laser gun (a dream had by many).
If you aren't familiar with the plugin, you can find it here:
https://galvs-scripts.com/2016/09/13/mv-map-projectiles/
Here's my issue - and perhaps I am uniquely dense, but I have found this plugin incredibly difficult to understand.
Would be awesome if there existed a video tutorial. I told myself that if I ever fully understood this plugin I would take the time to create a tutorial, because I feel one should exist.
I have now set up a working laser gun for my character by clicking "enter." I was having trouble figuring out how to allow the character to read signs or talk to strangers, etc., without accidentally shooting them, as the "enter" key is also how one interacts with the world, so I created a conditional branch that would turn on and off the laser gun feature with a switch, which I could activate using a common button command (thanks to Yanfly's Button Common Events plugin).
I felt very smart.
But i got to thinking, "hey - if I can switch it on and off, then shouldn't I be able to use a button command to make it so that I can shoot different kinds of projectiles? Like, if I hit "H," then I will switch to being able to throw a hatchet when I hit 'enter,' or when I hit "F," I can switch my gun to flamethrower mode?"
But I can't seem to figure out how to make a second kind of projectile, or how to tell the game I want "this projectile not that one." They have premade IDs, which from what I can tell is the number beside the premade code you put in. For the one I tried to make, it was on slot 4 of the premades, so I put in the corner event:
If
Input.isTriggered('ok') && !$gameMap.isEventRunning()
Script: Galv.PROJ.quickDir(4);
But nothing happened.
I have soo many more questions.
I set a laser sound effect to go off when I fire the gun - but I have no idea where the sound effect for hitting the target or hitting a wall is coming from. There is no sound in the demo. I would like to be able to change the sound it makes when it hits a target but I have no idea how to.
Now, obviously I could copy the laser for the "mouse" attack from the demo, and use that as my alternative laser, but I would like to be able to learn how to make new projectiles that I can switch between, that will be activated using the same button. I now know how to switch my lasers off and on, using Button Common Events , I'd just like to be able to switch from "rapid fire," to "shotgun," to "beam," etc.
This is a long and rambling post -- and given as my last attempt to post a question on this board was deleted without a reason given by a moderator, I don't know that this one will be seen either.
I have attached a photo of my premade projectile, as well as the event command on the map that I thought -should- activate it.
Working on a game which I think will be awesome - in no small part thanks to the Galv's Map Projectiles plugin, which has allowed my character to fire a laser gun (a dream had by many).
If you aren't familiar with the plugin, you can find it here:
https://galvs-scripts.com/2016/09/13/mv-map-projectiles/
Here's my issue - and perhaps I am uniquely dense, but I have found this plugin incredibly difficult to understand.
Would be awesome if there existed a video tutorial. I told myself that if I ever fully understood this plugin I would take the time to create a tutorial, because I feel one should exist.
I have now set up a working laser gun for my character by clicking "enter." I was having trouble figuring out how to allow the character to read signs or talk to strangers, etc., without accidentally shooting them, as the "enter" key is also how one interacts with the world, so I created a conditional branch that would turn on and off the laser gun feature with a switch, which I could activate using a common button command (thanks to Yanfly's Button Common Events plugin).
I felt very smart.
But i got to thinking, "hey - if I can switch it on and off, then shouldn't I be able to use a button command to make it so that I can shoot different kinds of projectiles? Like, if I hit "H," then I will switch to being able to throw a hatchet when I hit 'enter,' or when I hit "F," I can switch my gun to flamethrower mode?"
But I can't seem to figure out how to make a second kind of projectile, or how to tell the game I want "this projectile not that one." They have premade IDs, which from what I can tell is the number beside the premade code you put in. For the one I tried to make, it was on slot 4 of the premades, so I put in the corner event:
If
Input.isTriggered('ok') && !$gameMap.isEventRunning()
Script: Galv.PROJ.quickDir(4);
But nothing happened.
I have soo many more questions.
I set a laser sound effect to go off when I fire the gun - but I have no idea where the sound effect for hitting the target or hitting a wall is coming from. There is no sound in the demo. I would like to be able to change the sound it makes when it hits a target but I have no idea how to.
Now, obviously I could copy the laser for the "mouse" attack from the demo, and use that as my alternative laser, but I would like to be able to learn how to make new projectiles that I can switch between, that will be activated using the same button. I now know how to switch my lasers off and on, using Button Common Events , I'd just like to be able to switch from "rapid fire," to "shotgun," to "beam," etc.
This is a long and rambling post -- and given as my last attempt to post a question on this board was deleted without a reason given by a moderator, I don't know that this one will be seen either.
I have attached a photo of my premade projectile, as well as the event command on the map that I thought -should- activate it.
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