Walking under bridges(solved)

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ncognito

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So im trying to make it to where the player can walk under some bridges that go from cliff to cliff but im having trouble making it look right and was wondering if someone could help me figure out how to make it look smoother. Here is what I currently have.

bridgeevent.png
 ​
Ok first up the events to the south of the bridge look like this.​

South.png

And the events to the north of the bridge look like this.​
 ​
north.png
 ​
Now when walking north when the player touches the event it looks like the player is walking under the bridge.. BUT.. the player can now move on the bridge to the left and right  and can access the Cliffs this is a problem.. also if the player happens to stop on the bridge and turn around and go the other way the "When facing down" part of the south event dosent work same with the north event "when facing up" if the player is comming down and stops on the bridge and turns around the "when facing up" part of the event dosent work. I have tried placing the 2nd part of each event in the "Else" part of the events and it dosent work either.

So can someone help me figure out how to stop the character from being able to walk on the bridge and fix the turning around problems? Or is there a better, easier way to do this? 
 
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Baka-chan

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How it looks on the map:



First Event:



Second Event (2 Pages):





Third Event:

 

Engr. Adiktuzmiko

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maybe try Shaz' map passability modding script?
 

Shaz

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No, my passage modding script is no good for maps where you need the passability to change, as there's only one "version" of passage settings.

If I were trying to do that, I would use Tsukihime's Tile Swap script, and I would have two versions of the bridge tile on my tileset - one that you could walk under (passage/priority set to star), and one that you could walk over (4-dir passage settings).

But either of the above suggestions would work too. The reason I would prefer Hime's script over those is that Neon Black's actually changes the settings for ALL of those tiles, and I don't like using lots of events just to change passage/priority settings. But if you have no issues with those things, then any of those options would work.
 
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Tsukihime

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I would simply take shaz's map passage script and change it so that instead of arrows, you assign numbers. Then use those as the terrain tags for neon black's script.


Tileset terrain tags are too generic and affect all tiles.


Regions work, but are too limited.


So it has to be individual tiles on the map.


Because it is an extra layer of tags, we don't have to worry about it conflicting with other things like if we wanted to put a region over the same tile.
 
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Shaz

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My script does not use multiple layers though - it does not differentiate between the bridge tile and the ground tile below it. Neon Black's script would not know which tile is meant to change (and that script still changes the settings on the tileset, so would affect all tiles of that kind.)
 

ncognito

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so i decided to use Baka-Chan's idea and it works for the most part.

Bridgeevent.png

there is just one tiny problem with it. when i walk under the bridge the places were the red [ ] is lets me walk onto the side of the bridge

Edit::

So i solved this problem. i had to change the events around a little bit but i got it working just fine using Regions in a conditional branch

Solution.png

BridgeEnds.png
I want to thank everyone for their input into this problem!
 
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Tsukihime

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My script does not use multiple layers though - it does not differentiate between the bridge tile and the ground tile below it. Neon Black's script would not know which tile is meant to change (and that script still changes the settings on the tileset, so would affect all tiles of that kind.)
I mean, using your script as a base and writing a completely new terrain tag editor for each tile.
 

Shaz

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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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