HELP WITH EVENT ISSUES, PLEASE?
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I am making a game where I have changing 'tiles'. The events I have set change from a passable tile to an impassable tile on Player Touch, but this makes it impossible to move after touching that event (and there are a lot of these events, as they are part of the puzzles).
The issue I have is that they need to change after I have moved off the event, not when I move on it.
Has anyone any ideas how to make it so when I move off the event, it changes, rather than on Player Touch?
The issue I have is that they need to change after I have moved off the event, not when I move on it.
Has anyone any ideas how to make it so when I move off the event, it changes, rather than on Player Touch?
Only option I can think of right now is to activate a switch when you walk on the tile, surround the tile with events (or wherever the player can walk), set them to trigger another switch on player touch if the switch on the tile you want changed is activated, so it'd run like:
player stands on tile :
switch TileActive = ON
player steps off tile onto surrounding events:
IF switch TileActive = ON THEN switch TileMadeImpassable = ON AND switch TileActive = OFF
I think that'd work.
player stands on tile :
switch TileActive = ON
player steps off tile onto surrounding events:
IF switch TileActive = ON THEN switch TileMadeImpassable = ON AND switch TileActive = OFF
I think that'd work.
I'm pretty sure this is the wrong way of going about this. Not that the solution is wrong, but the whole concept.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Let's try this a different way. I assume these are buttons on the floor or something of that nature.
Make an event in the room. Not on any of the tiles, but up in the corner, invisible, running as a parallel process.
In the parallel process, set variables equal to the hero's X and Y coordinates. Now, right after that, do two conditional branches inside each-other: so that if the variables are both specific numbers (those numbers being the X and Y coordinates of the button on the floor), then does one thing, and if either of the two conditions are false, then it does something else.
The thing it should do if both conditions are true is turn on a switch. We'll call this switch "Switch A". If either of the conditions are false, it calls a second event.
The second event should also be invisible, and must be somewhere the player cannot reach. (If the player can reach every tile on the map, make it a common event.) In this second event, check if Switch A is on. If it is, then turn on a second switch, Switch B. If it's not, then do nothing.
Now, finally, make the actual event for the button on the ground. It should be placed whereever you want the button to be, obviously. Make it be two pages. The first page of the event should be the default if Switch B is turned off, and the second page should only happen if Switch B is turned on. The first page of this event should be passable, and the second page should be impassable. The two pages can have different graphics, if you want.
If you have a bunch of these buttons side-by-side, which I assume to be the case, then this solution is by far the cleanest - since it confines all the work to two events up in the corner of the map, and doesn't require every single tile to do 5 different things. If you only have one button, then this is overkill, and you should just do whatever those guys said above.
Make an event in the room. Not on any of the tiles, but up in the corner, invisible, running as a parallel process.
In the parallel process, set variables equal to the hero's X and Y coordinates. Now, right after that, do two conditional branches inside each-other: so that if the variables are both specific numbers (those numbers being the X and Y coordinates of the button on the floor), then does one thing, and if either of the two conditions are false, then it does something else.
The thing it should do if both conditions are true is turn on a switch. We'll call this switch "Switch A". If either of the conditions are false, it calls a second event.
The second event should also be invisible, and must be somewhere the player cannot reach. (If the player can reach every tile on the map, make it a common event.) In this second event, check if Switch A is on. If it is, then turn on a second switch, Switch B. If it's not, then do nothing.
Now, finally, make the actual event for the button on the ground. It should be placed whereever you want the button to be, obviously. Make it be two pages. The first page of the event should be the default if Switch B is turned off, and the second page should only happen if Switch B is turned on. The first page of this event should be passable, and the second page should be impassable. The two pages can have different graphics, if you want.
If you have a bunch of these buttons side-by-side, which I assume to be the case, then this solution is by far the cleanest - since it confines all the work to two events up in the corner of the map, and doesn't require every single tile to do 5 different things. If you only have one button, then this is overkill, and you should just do whatever those guys said above.
post=152761
Why do they need to become impassable after being stepped on?
The tiles are passable when you step on them, but when you walk off they become spikes and are impassible. They are sometimes clustered together, so
post=152749will not work, unfortuanately.
Only option I can think of right now is to activate a switch when you walk on the tile, surround the tile with events (or wherever the player can walk), set them to trigger another switch on player touch if the switch on the tile you want changed is activated
I might try LockeZ method, but that would take up an awful amount of Switches on some levels, as they play a major role in the puzzles.
Also, apart from spikes, there are rotating tiles that only rotate if you step on them and off again, so every time you walk off of them they rotate (change tile).
Is there a Script that waits for the Player to stop touching the event before continuing the event's commands?
Using LockeZ's method, sort of, I have done it :D
I created the Parallel event he mentioned (to make Player X & Y variables)
Then on Player Touch the events that need to change switch to another Event page on Parallel Process that waits for the variables to Not Equal the X & Y of the event in question.
When the Player is not equal to the given X or Y value the Event switcehs to its impassable state.
Thanks guys
I created the Parallel event he mentioned (to make Player X & Y variables)
Then on Player Touch the events that need to change switch to another Event page on Parallel Process that waits for the variables to Not Equal the X & Y of the event in question.
When the Player is not equal to the given X or Y value the Event switcehs to its impassable state.
Thanks guys
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