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using vehicules as wander areas
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Thu Apr 12, 2007 8:24 pm    Post subject: using vehicules as wander areas Reply with quote

I'm using a vehicule called wander area to prevent my npcs from going too far away from their starting location.( I'm found this method on the wiki and fund it useful because it saves npcs.)

Here are the characteristics of the vehicule

- override walls: default
- blocked by A
- mount from A
- dismount from A

I've placed b all around the npc and told custom it was the vehicule wander area. I've also activated the bitset enable npc activation and dismount one space ahead.

My problem is the following: the b wall does not have effect. The npc pass through whereas I told custom it was a vehicule that coudn't.

Would anybody gets an idea that could explain why the vehicule is not blocked by B?
Thank in advance for help and advice.
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Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Thu Apr 12, 2007 8:36 pm    Post subject: Reply with quote

Well, if it's blocked by A, then it shouldn't have any problem walking over B.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Fri Apr 13, 2007 2:00 am    Post subject: Reply with quote

That's totally wrong. NPCs set as vehicles act as vehicles ONLY when the hero mounts them. Otherwise they act like normal NPCs and ignore the fact that they are set as a vehicle.

Which page on the wiki says that? It should be corrected.
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Fri Apr 13, 2007 2:36 am    Post subject: Reply with quote

So the player can get piggy-back rides from random NPCs?
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bis_senchi




Joined: 08 Jun 2004
Posts: 460
Location: Reims, France

PostPosted: Fri Apr 13, 2007 4:26 am    Post subject: Well... Reply with quote

Is there a way to make fake npc mounting with a free hero for example? If the vehicule npc think there is a hero ridding the walls may stop the npc.

If it is not possible, could you explain why?
I'm searching for a way that would prevent npcs from going too far away from their starting location but without using free npcs. It think it is possible using global variables and X, Y tileset detection.

Any suggestions for line codes?

Thanks in advance for the help!
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TMC
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PostPosted: Fri Apr 13, 2007 5:26 am    Post subject: Reply with quote

Not, it's not really possible, and if it were, it would be a bad way to do it.

The best solutions, if you absolutely can not spare any npcs are:

-write your own wander script for the npcs
-put walls around the npcs and write your own movement script for the hero which ignores those walls
-wait for the engine to support more npcs
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TwinHamster
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PostPosted: Fri Apr 13, 2007 7:13 am    Post subject: Reply with quote

I just can't believe that you can't spare a single npc to be used as a wall. I mean, is that one npc really important enough to make custom walking scripts for each npc?
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Inferior Minion
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Joined: 03 Jan 2003
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Location: Santa Barbara, CA

PostPosted: Fri Apr 13, 2007 8:40 am    Post subject: Reply with quote

The Mad Cacti wrote:
Which page on the wiki says that? It should be corrected.


I found it here: 'How do I prevent an NPC from wandering far away from its start location?'
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
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Location: Hamster Republic (Southern California Enclave)

PostPosted: Fri Apr 13, 2007 12:23 pm    Post subject: Reply with quote

Someday we are just going to have to break down and hard-code in a feature to do this.
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bis_senchi




Joined: 08 Jun 2004
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Location: Reims, France

PostPosted: Fri Apr 13, 2007 11:04 pm    Post subject: Anyway I have another question Reply with quote

Ok! that's a good to know that it's not possible.
Anyway I have another problem: my hero fight against a unbeatable monster and then is saved by a group of 3 mysterious personns. Could somoene remind of the order of the swap command.

I also want to precise that's while a cutscene and that the main hero has he stay whereit is on the screen. The player musn't realize that the main hero have changed. Any idea about how to that?

As always thanks in advance for the help!
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TMC
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PostPosted: Sat Apr 14, 2007 3:53 pm    Post subject: Re: Anyway I have another question Reply with quote

bis_senchi wrote:
I also want to precise that's while a cutscene and that the main hero has he stay whereit is on the screen. The player musn't realize that the main hero have changed. Any idea about how to that?


I don't understand what you mean. Could you come again?
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bis_senchi




Joined: 08 Jun 2004
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Location: Reims, France

PostPosted: Sun Apr 15, 2007 8:24 pm    Post subject: Ok! Some more explanations Reply with quote

The Mad Cacti wrote
Quote:
I don't understand what you mean. Could you come again?

Sure! No problems! Here what I would like to do:

1) The hero meets a strong ennemy
2) The hero is beaten by the strong ennemy
3) Three strong and mysterious personns arrived and
the challenge the ennemy in a battle
4) The 3 mysterious won against the strong ennemy
5) The 3 mysterious personns leave and the main hero gets back
in the party.

My problem is the following. While the phase of challenge the 3 mysterious personns go in hero's team (so that the player can use them later) and the hero leaves it temporaly. But when the hero leaves, we can see it disappear on screen (it's due to the fact that the hero is swaped out)

What I would like to know is what to do so that the hero don't disappear from the screen.
Feel free to ask other questions if you still don't see what I want.

Here is a first version of the script

Code:

script, newcommers, begin

suspend npcs
suspend players
lock hero (1)
lock hero (2)
lock hero (3)
lock hero (4)

show text box (76)
wait for text box
set tag (tag: do not die, ON)
set death script (46)
#death script changes, hero won't die
 
fight formation (5)

create NPC (19, 85, 77)
# 85, 77 location which is not on playscreen when cutscene starts
wait for NPC (19)
walk npc to X ( 19, 88)
walk npc to Y (19, 56)
wait for npc (19)
show text box (65)
wait for text box

create NPC (21, 85, 77)
wait for NPC (21)
walk npc to X ( 21, 88)
walk npc to Y (21, 55)
wait for npc (21)

create NPC (22, 85, 77)
walk npc to X ( 22, 88)
walk npc to Y (22, 54)
wait for npc (22)

show text box (65)
wait for text box

unlock hero (me)
swap out hero (me) #PROBLEM HERE


find hero (hero: newcomm1)
swap by name (hero: newcomm1, 0)
add hero (hero: newcomm1)
wait for hero (hero: newcomm1)

find hero (hero: newcomm2)
swap by name (hero: newcomm2, 1)
add hero (hero: newcomm2)
wait for hero (hero: newcomm1)

find hero (hero: newcomm3)
swap by name (hero: newcomm3, 2)
add hero (hero: newcomm3)
wait for hero (hero: newcomm3)

set enemy stat(10, stat:hp, 437) #ennemy is weakened
set enemy stat(10, stat:MP, 39)
set enemy stat(10, stat:Atk, 25)
set enemy stat(10, stat:Aim, 2)
set enemy stat(10, stat:Def, 3)
set enemy stat(10, stat:Dog, 6)
set enemy stat(10, stat:Mag, 7)
set enemy stat(10, stat:Wil, 4)
set enemy stat(10, stat:Spd, 3)
set enemy stat(10, stat:Ctr, 5)
set enemy stat(10, stat:MP~, 4)

fight formation (5)

resume npcs
resume players
unlock hero (1)
unlock hero (2)
unlock hero (3)
unlock hero (4)
end #end of plotscript


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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Apr 16, 2007 5:23 am    Post subject: Reply with quote

I was going to say have an NPC with the same visual as the hero, but there would be problems about where to put it versus where the three mysterious persons appeared when they were swapped in to the party. Better would be to have NPCs of the persons, have them appear around the hero using Create NPC, and then fade the screen to white before the battle begins. Then do all of your hero swapping while the screen is faded white, which will look like the battle starting to the player.
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Raekuul
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PostPosted: Tue Apr 17, 2007 2:47 pm    Post subject: Reply with quote

Just swap in a visual hero copy of the hero.
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bis_senchi




Joined: 08 Jun 2004
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Location: Reims, France

PostPosted: Wed Apr 18, 2007 12:56 am    Post subject: Well... Reply with quote

Well I won't like not to fade screen if possible. I've noticed in some script that you could tell that such hero (me) is npc (let's say 14 for example)

Has somoene heard something about this? If it is possible then it means that you can tell to the ohr through plotscripting that npcs 14 is hero (me)

Anyway thanks for help and advice!
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