Temporarily preventing events from colliding with the player on map?

JLowther

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I did some searching but couldn't find anything on this...

Is there a way of temporarily disabling collisions on the player while on the map (with a JS call if need be)? I don't mean allowing the player to walk through tiles they normally cannot, but rather if there's another event coming toward the player, I want it to pass through the player (but ONLY the player, not other tiles).

Alternatively, I could enable a setting that would temporarily allow events to pass through the player, but again, I don't want events to be able to move through solid tiles.
 
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Shaz

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You would need a plugin written for this.

Would it be just events walking through the player? Or would the player also need to walk through events rather than interact with them (the trigger would be ignored)? What if it's a transfer event or a door event? How do you determine which events, if you don't want ALL of them to do it? What if the event has an Event Touch or Player Touch trigger? Should it trigger when the event moves onto the same tile as the player, or should it be ignored?

If it's just a check for events that are moving, are they about to move into the player, and if a certain switch is on, let them move onto the same tile, or if the switch is off, don't let them move, then it probably wouldn't be difficult to accomplish (but you'd still need a plugin).
 

JLowther

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If it's just a check for events that are moving, are they about to move into the player, and if a certain switch is on, let them move onto the same tile, or if the switch is off, don't let them move, then it probably wouldn't be difficult to accomplish (but you'd still need a plugin).

That's exactly it.

And I'm in the middle of finagling a way to make QMovement do this: I have the event passing through the player, but there are some extremely strange quirks when it comes to making the player transparent and then visible again...

Okay, I've achieved it by using QMovement to change the collision box of the player to be 0,0 dimensions, then back again when I want them to be collidable.

Thanks!
 
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Shaz

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Won't that allow the player to walk through other things?
 

JLowther

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Won't that allow the player to walk through other things?

Normally, yes, but in this case I'm using it to allow the player to duck into a floor vent to hide while something passes (during which I disable movement via plugin) until they press Ok to jump out of the vent again, at which point the collision box is reenabled.
 

JLowther

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Okay, so I'm an idiot...

I just realized I can do this without plugins after all: whenever the player is hiding, it flips the "hiding" switch on. All I needed to do was have an extra page in the moving events activated by "hidden" that are set to "Above Characters" as priority and they walk right over the vent the player is hiding in.
 

Shaz

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That's really clever, but a lot of work if you've got a lot of events.
 

JLowther

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That's really clever, but a lot of work if you've got a lot of events.

It should work out in this case because all moving events need to be able to pass over the player when hidden.
 

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