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True, but you must admit, Bluecube MUST have a copy of RMXP, otherwise it is down to those witht he copy to give fragmented answers to questions, as they don't know the half of it themselves: E.g. Lenny, Wormy (Domolordy) etc.
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Lol, I didn't think about that last part, but you metioned Phlyomortis...but anywho, nuff harm done.
I jumped the gun and just realized you said they have everything documented..not my shining moment eh? |
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Hmm. Attach the game (without RTP files) as a ZIP. I'd like to see what, in fact, you're trying to do here..
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I can't really attach it, because I've not been able to do it, so have just left it. I will explain instead.
Game: Octuple Poster Scene: Battle against Quinttuple Poster What Happens: Bluecube is at one end of the battle field, the Quintuple Poster is at the other end. In between them both are the forces of Quin against the forces of Cube. I was trying to have just the one event, with a picture of Bluecube (Alex). I would put up the coding, but can't remember it exactly, here's the general gist: Message: -Quintuple Poster- YOU'LL NEVER BEAT ME!!! Wait ________ Call event _______ Each call event calls to a force of Quin to disappear, and its "battle-buddy" force of Cube to disappear as they both die from wounds. There are about 30 odd, so this takes some time, with snide comments from both sides to make it more interesting. ONce all the forces are gone, then BC walks over to Quintuple Poster, slash slash, ARGH!! Death etc. So the original point of this thread was to try and work out how to script in the Call event option to make the battling forces disappear. The way I tried to get around it was to have the events as Parralel processes, and just kill themselves off when their personal timers ended. Prob was, I kinda mucked it up big style, and ended up waiting for 30 mins just for the first snide comment. Now I am doing it on RM2K3 it works. Though it would still be nice knowing how to script it in, if you are up to it Blue? |
Actually, having each "event' be a parallel process is a good idea.. You don't need to call them, though - since they're on the field, they can just be called with a Move Event or a switch to make them disappear, really.
--. Basically, every person that appears is a parallel process, on a two page event. First page is blank, with "Press Key" to trigger it. This will be our "dead" version. The second page is our "Alive" version, with the person in a slashing/firing/whatever motion, trigger is a Press Key again (no code to run), and still no Event Commands. Page 2 Precondition is just a switch like [0101:CubeForce1_Alive]. Basically, you just run down the line from there. <>Message: Cube: Snide Comment! <>Set Switch: [0100:QuinForce1_Alive] OFF <>Set Switch: [0100:CubeForce1_Alive] OFF <>Message: Quin: Snide Comment! <>Set Switch: [0100:QuinForce4_Alive] OFF <>Set Switch: [0100:CubeForce2_Alive] OFF <>Message: CubeForceGuy: ARGGG ....... <>Move Event: CubeEvent, Right, Right, Right, Right Etc. ---- Just have a little "map" of where the events are, and which ones should die. <>Wait commands will work fine for timing in between Snide Comments and such. Just make sure to set http://www.iownjoo.com/freeimghost/imps/WarBeOn.GIF You don't actually have to run code within those events to control what they're doing, luckily. Just use the Master Control Event (whatever you want to name it) to control all other events on the map. |
I'll try it. If it works, you may have talked me back into rmxp. I'll still try and edit the graphics though.
Or at least I'll be back on rmxp until the next horrible little coding thingy. |
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