Tile Events SUCK!

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Redeye

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I'm trying to make an event that requires you to press a switch in order for a bridge to appear.

The switch part works, but the problem is, the character won't even walk on the bridge!! The graphic of the bridge is from a tileset, and the bridge itself is an event. I set the tile in the tileset editor so you can walk on it, but it still doesn't work!!!!!!!!! I even set it to be "Below Characters" and removed "Direction Fix", but the character refuses to walk on the event!!!

What gives!?
 

Caitlin

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I found that charactersets are generally impassable, even if you have it set to do so. The only exception is when you use it from the tileset and not put them in a characterset. It shouldn't work that way, but it does, sadly. Basically, if you put the bridge in a character set and import it, it won't work. However, do the same technique from the tileset, and suddenly, it works. I hope I'm making sense.
 
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cabfe

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Have you tried with the "Through" setting ?
 

Andar

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no, the problem here is that events only use the graphic from a tile - they do not turn into a tile.

The passability of a coordinate will always be determined by the tile set there, NOT an event above it.

You have two possible options to solve this:

1) make the tile set there passable and have the event above it blocking by making it "same level as player" and then drop it to below player when it turns into a bridge

2) use one of the tileswapping scripts to really change the tile instead of using an event with a bridge graphic.
 

Dark Paladin

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I think its a bug in the system? I recreated the same problem you had. Set up a new blank page then another with the bridge tile/ direction fix/ below character/ plus a switch condition and set the tile to passable in the database. The event was also player press button. Went into the game and I couldn't walk on it. I then exited the game set the event trigger to player touch went back into the game and it worked. Then I exited the game again set it back to player button and it still works.

I suggest trying that and see if it helps you. It works every time for me now and I can't get it to be impassable unless I set it to same level as player.

Here are some screenies:



 
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Milennin

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Or you could keep the bridge tile same layer as hero, but move Hero 1 step forward (set through ON before step, and through OFF after step) on touch.
 

Redeye

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This is the event layout I have, and a look at the map.



This is the event I have.



But if there is a problem with the tileset itself, then I can change it.

And yes, I did your Player touch to Action button thing, but it didn't work.

"Through" did not work either.

Does it have anything to do with the black tiles in the background?
 
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Dark Paladin

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Not sure mabye try putting water and see if it works? Or use the regular blank tiles "Which will show black in the game if you don't have a parallax assigned. 

This is with Blank tiles and same setup that I used before.



 
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amerk

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Refer to Andar's post number 4. Passabilities are set by the tiles, not by events. Since the black tiles are not passable, then the only options you have are:

1. Once the bridge appears, create an event that when touched the character's through is on and force them across the bridge (player won't be able to control them on the bridge itself). Remove through on the other side of the bridge. Do the same for coming back over the bridge.

2. Or do as Andar suggested. Create a new black tile that is passable, and then create an invisible event at the foot of the bridge that is "same as player". Once the bridge appears, you can add a new page to that event and have it below player.
 
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Tai_MT

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no, the problem here is that events only use the graphic from a tile - they do not turn into a tile.

The passability of a coordinate will always be determined by the tile set there, NOT an event above it.

You have two possible options to solve this:

1) make the tile set there passable and have the event above it blocking by making it "same level as player" and then drop it to below player when it turns into a bridge

2) use one of the tileswapping scripts to really change the tile instead of using an event with a bridge graphic.
I hate to be a jerk about this...  But, I've experienced it differently.  I currently have ladders that appear against cliff edges (which are impassible).  Once the ladder graphic takes hold, it works just like the passable ladder tiles.  I wonder if the issue isn't just whether or not it's passible... but from WHAT DIRECTIONS it's passible from.  The game may assume they aren't passible at all from specific directions.  I would check that first, since you can set that in at least VX Ace.  I might also consider making the bridge tiles into "ladder" labeled tiles if you're using VX Ace.  This makes them passable objects no matter what you put them overtop of (like impassible tiles).  At least, that's how I work it out.
 

Dark Paladin

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Refer to Andar's post number 4. Passabilities are set by the tiles, not by events. Since the black tiles are not passable, then the only options you have are:

1. Once the bridge appears, create an event that when touched the character's through is on and force them across the bridge (player won't be able to control them on the bridge itself). Remove through on the other side of the bridge. Do the same for coming back over the bridge.

2. Or do as Andar suggested. Create a new black tile that is passable, and then create an invisible event at the foot of the bridge that is "same as player". Once the bridge appears, you can add a new page to that event and have it below player.
IF this were true the why does mine work? I've done it on 3 different projects on un-passable tiles.

I'm pretty sure that passablility goes by whatever the player is standing on even events not just by tile.

The only time it goes by tile is if the event under the player  is a characterset or has no graphic.

If you look at the default script it allows an event to be passable if it is the tileset and the tileset passablility is set to passable.
 
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EternalShadow

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It's due to the black background, just leave it blank amd it should be auto-black. I have my own bridge event, but over water.
 

Dark Paladin

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DEMO

Just in case here is a demo so you can see what's wrong.
 

Redeye

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I figured it out, it was because the events were over the black tile, I set it to blank and it worked just fine. Thanks!
 

Shaz

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I've moved this thread to VX Ace Support. Please be sure to post your threads in the correct forum next time. Thank you.


This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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