[RMVX ACE] SCRIPTS FOR TIME-BASED AND BUTTON-MASH INPUTS?
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Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
OK disclaimer: Yeah, I am designing a game that's kind of QTE-ish. I don't need to hear how much QTEs suck, because I already hate them myself. I assure you I have kind of an idea what I am doing.
ANYWAY.
I'm looking for scripts or guides to make the following:
1) A button-mashing event where the player has to press something repeatedly and really quickly, a la the "kill yourself" event in the Consuming Shadow.
2) A timed dialog choice where if the player waits too long, the highlighted choice is automatically selected.
Do such exist?
ANYWAY.
I'm looking for scripts or guides to make the following:
1) A button-mashing event where the player has to press something repeatedly and really quickly, a la the "kill yourself" event in the Consuming Shadow.
2) A timed dialog choice where if the player waits too long, the highlighted choice is automatically selected.
Do such exist?
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
That looks like exactly what I need for the second! Thanks! :D
You can do it with eventing.
Loop
-Conditional Branch (if button X is being hit)
--Conditional Branch (if switch 1 is off)
---Switch 1 on
---Variable COUNT+1
-Else
--Switch 1 off
-wait 1 frame
End Loop
So, what that did was set it to where every time you hit the button, a counter goes up. The switch is there so that you can't press and hold; you have to physically lift your finger off the key before it will allow the counter to go up again. That's the basic structure; you'll also need to have parallel processes active that control the timer (you can just use wait commands or the built-in timer function if you want a visual display) and that control any visuals based on the counter, e.g. if you want to have a show picture command show a little meter that checks the counter and fills in based on the times you've pressed the button.
Loop
-Conditional Branch (if button X is being hit)
--Conditional Branch (if switch 1 is off)
---Switch 1 on
---Variable COUNT+1
-Else
--Switch 1 off
-wait 1 frame
End Loop
So, what that did was set it to where every time you hit the button, a counter goes up. The switch is there so that you can't press and hold; you have to physically lift your finger off the key before it will allow the counter to go up again. That's the basic structure; you'll also need to have parallel processes active that control the timer (you can just use wait commands or the built-in timer function if you want a visual display) and that control any visuals based on the counter, e.g. if you want to have a show picture command show a little meter that checks the counter and fills in based on the times you've pressed the button.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Superb! I'll try those out soon.
Thanks, y'all!
Thanks, y'all!
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