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PostPosted: April 29th, 2006, 5:56 pm 
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I'm trying to get an action event to start a content event. I've spent hours trying to do this, and I can't figure anything out. More specifically, I want it to where when I press R2 from anywhere on a map, I want the party to disappear.

So far pressing R2 works with the stuff in its action script, and the content event works when I activate it through stuff like touching. But the R2 action script refuses to interact in any way with the party-disappearing content event.

My CBS depends on this thing working. If it won't work, my CBS won't work.

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PostPosted: May 10th, 2006, 5:56 am 
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Action scripts can not activate content commands.

Nash's vehicle trick is supposed to do this, but I have been so pressed for time I have barely even been posting anywhere!

My internet was out for a while...

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PostPosted: May 10th, 2006, 1:51 pm 
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Unfortunately though, unless I'm making a mistake somewhere, having the player sit in a vehicle permanently makes it so you can't run. You only move slow, or fast, depending on what you set the vehicle speed.

I tried fixing this by having the player get out of the vehicle then immediately get back in with the vehicle set at a different speed. The problem is...okay, there's two problems. One, you can't get out of the vehicle when facing a diagonal compass direction (NE, SE, SW, NW). Second, after pressing O, you apparently have to step away from the vehicle in order for it to put you back in (in which case, you'd move forward a step, then quickly turn back and get in the vehicle).

Running is essential in my game. There are enemies that move slow, there are enemies that move at walking speed, and there are enemies that would give the Flash a run for his money. If I leave the speed on Normal, then the player could get impatiant. If I leave the speed on x2, then it's too fast for instances where the speed isn't necessary (and I had no fun in games where the speed was permanently set on run).

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PostPosted: May 10th, 2006, 4:11 pm 
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Oh wait, I think I see the solution. I was trying to use an event as a vehicle instead of calling a vehicle out of nowhere. Maybe this way I can switch between "walking" and "running" without it seeming broken. Although there's still the problem of not being able to get out of (or switch between) vehicles when facing diagonally. I suppose I could force the player into facing a different direction in order for it to work, but I'm not sure it'll allow me to do that before it checks what direction I'm facing.

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PostPosted: May 10th, 2006, 6:28 pm 
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In his vehicle trick you can reprogram buttons by using loops in enter map scripts.

Just make one of them change the vehicle speed.

I know this from reading it in a thread at Doan's and have not played around yet.

If you post in the thread Nash made about this idea there, I am sure he could help.

Your idea should work if Running is the only problem.

If I ever get back to active game making in earnest, I'll have to try this...

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PostPosted: May 11th, 2006, 12:30 am 
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If there's an option that directly changes the current vehicle's speed, I'm missing it.

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PostPosted: May 12th, 2006, 12:19 pm 
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I have done it by just using the same command that set it in the first place, just increasing or decreasing the speed.

I have not looked at any RPGMakers in about 6 weeks (I have been helping a friend with her website, she's keeping me quite busy!), so I am a little uncertain about which command it is.

I'll look at it this weekend and let you know.

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PostPosted: May 16th, 2006, 2:45 pm 
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Well wadd'ya know. You actually can get out of a vehicle while facing diagonally. So I can have the player press O to toggle walking and running, though it doesn't work to well if it's pressed while on the move, and it's not a perfect solution, but it seems the best I can do. So that's one problem solved.

Now there's another. Apparently you can still activate other events like normal (which I wasn't able to do if I used an event as a vehicle). The problem is, once the event finishes, the game locks itself. It doesn't freeze, but everything comes to a halt. I can fix this by placing the vehicle commands at the end of the script (which takes some memory if needed a lot, and I do need it a lot). The problem is, if the event uses a VFX, the VFX won't restart because the event that normally does it when in action is locked into a content script. I can probably just use a separate event creating the VFX on the event in question instead.

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PostPosted: May 18th, 2006, 6:35 am 
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The locking is probably something looping (maybe an action script?).

The VFX can be surgically tended to, but it requires writing a script that replaces them all and calling it before (with apply together) and after every command that could effect them.

I really need to finish that guide...

If you want a working example, the Videogamedrome demo has this trick used extensively. And no password.

As for wasting memory on the same script commands, use a called script. That is the most efficient way to go.

I was always able to activate events from a vehicle. That's interesting that you were not before... Was the vehicle oversized at the time?

Good Luck.

I keep getting in deeper with these side projects... I'll be back regularly eventually!

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PostPosted: May 18th, 2006, 4:26 pm 
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I think I tested it first on the sign in the sample map. Yes, I rode the sign. Bumping into the town didn't do anything.

I'm not sure how it can be locking itself. In a nutshell, I've got the "get in vehicle and control it" commands in the Enter Map script. I walk up to a spring, it puts me up on the ledge, I can't move, wandering events come to a halt, and the VFX for the spring doesn't reset back to idle (the idle motion is put in the spring's action script), but I can still turn the camera and the custom music called in the Enter Map script still plays. The spring worked perfectly before. It's like it gets to the end of the springs' content script, but refuses to exit it. And this happens with every event; the box I examine to test basic enemy movement locks in the end, and the barrel that switches the game to letterbox mode locks in the end.

...I do have a couple of Auto events on the map, though. Maybe I've currently got one of them in a permanent loop. I know that auto events always seem to start themselves once a non-auto content event finishes, and the Enter Map script never did, which would explain why the Auto event wouldn't try to start until after a regular event with a content script finishes.

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