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RECURSIVELY MAKE MAP EVENTS

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I am experimenting with a RTS project where I allow the player to make as many units as they want, thing is to do this I need to use events to make these units, is there any way for me to make events recursively and as many as the player wants without me having to manually make events?
In RPGMaker 2003: no.

With scripts: don't know.
I thought there might be a way to do this using a pointer and a loop. If there isn't then how should I approach this problem?
Erm I guess a very arbitrary solution would be the "change event position" command. With a switch that turns the event into a blank, "above hero" inert event when it's not "spawned" and have all of those events stored in some huge blank space somewhere and use "change event position" (I think it's called that anyway) to move them into the right position for spawning and then turn them "on"

I used a very basic system like this to have respawning enemies in an abs shooter system with a variable to control the amount of times they would respawn.

(yeah I guess this means manually making the events anyway).
There is only one way to do it. Decide on a maximum amount of units for the player (and any enemy as well), and create an event ahead of time which shows the graphics of the different kind of units that event can represent (as well as some event pages to represent functions to be executed by the specific event).

You leave all events "inactive" initially and then summon them with "change event location", switches/variables and what not when needed.

Of course, choosing another program to create the game, like game maker or scirra construct would also make a lot of sense when making games like that.
Supremewarrior: As far as I know, this isn't possible in RM2k/3. There are no commands that allow you to duplicate events, or create events from scratch. To do what you are trying to do, you essentially would need to create an 'Event' out of switches and variables and have some sort of process handling all of it's animation, positioning, etc.

It would be beyond a hassle, like. Not even worth doing bothersome. You'd be better off exploring the Scripting feature of RMXP/VX, where this would be relatively simple although by no means work for a beginner.
author=Kazesui
There is only one way to do it. Decide on a maximum amount of units for the player (and any enemy as well), and create an event ahead of time which shows the graphics of the different kind of units that event can represent (as well as some event pages to represent functions to be executed by the specific event).

You leave all events "inactive" initially and then summon them with "change event location", switches/variables and what not when needed.

Of course, choosing another program to create the game, like game maker or scirra construct would also make a lot of sense when making games like that.

Yeah I was doing exactly this initially but thought there was another way, guess not.

Thanks for the help guys!
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