- Mar 17, 2012
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What you bem by "ground tile that is used as the ocean floor'?Any chance of being able to make a sub that can travel not only on water but also along a ground tile that's used as the ocean floor?
I only watched the video & saw the inherit vehicle passability & didn't realize the plugin offers full control with regions. Most vehicle scripts I worked with for VX Ace never offered that amount of control by default. This should work perfectly, if there aren't any bugs that is.What you bem by "ground tile that is used as the ocean floor'?
The passabilities can be set with regions, so if you want a tile to be passable, just add a region to the vehicle setting and draw the areas you want to be passable with the region. If you want something different, can you explain better?
Considering that MV have 256 regions (opposed to VXa 64) allied to the fact that regions are a lot easier to handle than terrain tags, i decided to not add it.I happened to notice that your previous version of this script for VX Ace included the ability to set vehicle passability by terrain tag instead of just region ID. Is there any possibility of including that functionality into this plugin for MV?
"detecting regions" without context would just do nothing. And on the context of an event, you can just add a condition to check if the player is on the vehicle. You can check wich vehicle is being used with $gamePlayer._vehicleType === 'type name' on a conditional branch.1) First of all, is it possible to add a setting when setting up a new vehicle so that they can detect any number of specified regions? the non-passable region feature is great(!), but I'd also like to set up other regions (using Yanfly's Region Events in combination with this plugin) to do other stuff. This would really give a lot more control and versatility for any user.
Like the above, you can just use a conditional branch with a script code to check the vehicle and change how the event interarcts with it based on the condition.2) Also, is it possible to add a note tag that you can give to certain events that allows the specified vehicle to interact with that event? I guess this is kind of same as the above requested feature, but the option to be able to choose if I wanted to use just one event or a whole region depending on the situation would be really neat!
I think the main issue here is that the vehicle don't move while the altitude is changing. Also, changing the altitude will not work as you're hoping for, since the altitude has no impact on the shadow's position. reducing the altitude will bring the vehicle down, not bring the shadow up so simulate an higher height.3) Lastly, is it possible to add a plugin command that makes it possible to change a specified vehicle's altitude mid flight? I admit that this feature is not as generally useful as the features above but with a bit of tinkering (and in combination with request 1 or 2) I think it could do some cool stuff. And it's something I'd like to use in my game at the very least.
Regions are just numbers, and numbers don't do anything by themselves. If a plugin changes how an event behave while it is on a specific region, the plugin is actually changing the event, not the region. The same is true for vehicles.I see, well in that case it's strange that flying vehicles don't react to all regions and plugins that affect them.