NEED HELP! MIGHT BE SIMPLE, MIGHT NOT...
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In my last dungeon of the demo, I want to set up a MGS-style deal wherein patroling guards can spot you, immediately triggering a fight and whatever else. Thing is, I have no idea how to do this. I've seen it done before in an RM2K game I played, but I can't for the life of me remember which one. It wouldn't have to be terribly realistic (not really asking for a wide field-of-view, here), just enough to make for a tough puzzle.
Try using X/Y variables to determine distance from the guard? I'm not quite sure but it shouldn't be too complex?
A cone, however... ugh.
A cone, however... ugh.
Hmm... I think I saw a script for this... Give me a few minutes to search for it and I will post the link to it on this message as an EDIT. Oh, and what engine are you using please?
Kitten2021
EDIT:
Ok found it for you for use on RPG Maker XP:
http://www.rpgrevolution.com/forums/index.php?showtopic=22621
However, if you use this in your game, you must provide credits to leozer0.
Thank you,
Kitten2021
Kitten2021
EDIT:
Ok found it for you for use on RPG Maker XP:
http://www.rpgrevolution.com/forums/index.php?showtopic=22621
However, if you use this in your game, you must provide credits to leozer0.
Thank you,
Kitten2021
RM2k(3) does not support scripts.
You are using the RM2k(3) engine or no? I can not see the names of people who post, so my apologies if that was you that answered...
Thank you,
Kitten2021
Thank you,
Kitten2021
Bingo! Found it for you... RM2k(3) Field of Vision event you can use:
http://www.rpgrevolution.com/tutorial/event-vision_136.html
Please credit madriel222 if you use this...
Thank you,
Kitten2021
http://www.rpgrevolution.com/tutorial/event-vision_136.html
Please credit madriel222 if you use this...
Thank you,
Kitten2021
I'm not looking to do a field of view/radial vision/the aforementioned cone thing. That's not even close to what I'm looking for. It's a patrolling guard deal where I want them to be able to catch you if they're looking straight at you.
There may be as many as 5 guards per room, so all those variables and coding for each one of them will just overcomplicate and clutter matters
There may be as many as 5 guards per room, so all those variables and coding for each one of them will just overcomplicate and clutter matters
Okay, if my examples are misleading, then let me clarify: see straight ahead. The puzzle is similar to Ocarina of Time's Moblin-filled maze in the Lost Woods. It's a series of narrow halls with patrolling guards. I just want 'em to see down the hall.

All the yellow events turn on/off a parallel process. The red represent the guards. In this case every time you step on a yellow event it uses the on/off switch to turn on/off the checking process.
The PP will check to see if the guard is facing your way and then set them to chase you when they are. Every time you find a blind spot it will switch off the PP and you can stop the guard from chasing you if you want. Or just put you back at the start if seen. Whichever you want. Fairly simple this way, though if you want the guards to patrol you need to make an even check where they are and change which side activates a 'Spotted!' reaction.
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