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JamesBlackwing
for an early stage in my project the main charicter gets pickpocketed and the their runs off, after thisi want to make a scene were you have to chase the theif about the streets of a city untill you eventually catch him.
i figured out one way to do it but it requires a circle of events around each corner of the street and isnt particularly easy to set up.

im probebly just missing the simplest way to do it but does anyone have any ideas?
Alt_Jack
QUOTE (JamesBlackwing @ Jul 15 2010, 08:06 AM) *
for an early stage in my project the main charicter gets pickpocketed and the their runs off, after thisi want to make a scene were you have to chase the theif about the streets of a city untill you eventually catch him.
i figured out one way to do it but it requires a circle of events around each corner of the street and isnt particularly easy to set up.

im probebly just missing the simplest way to do it but does anyone have any ideas?


Make a move route event. It'll be long, and will take a while, but I managed to get 4 guys chasing the player as he hopped across rooftops via some very tricky eventing.
JamesBlackwing
QUOTE (Alt_Jack @ Jul 15 2010, 05:20 PM) *
QUOTE (JamesBlackwing @ Jul 15 2010, 08:06 AM) *
for an early stage in my project the main charicter gets pickpocketed and the their runs off, after thisi want to make a scene were you have to chase the theif about the streets of a city untill you eventually catch him.
i figured out one way to do it but it requires a circle of events around each corner of the street and isnt particularly easy to set up.

im probebly just missing the simplest way to do it but does anyone have any ideas?


Make a move route event. It'll be long, and will take a while, but I managed to get 4 guys chasing the player as he hopped across rooftops via some very tricky eventing.


Well ive provided an image:



this is what the area of the city being used will be layed out like.. the idea is every time you get near the theif he will randomly take on of the paths avoiding the one you come from and you have to chase him round till you corner him at the end..
Alt_Jack
QUOTE (JamesBlackwing @ Jul 15 2010, 10:40 AM) *
QUOTE (Alt_Jack @ Jul 15 2010, 05:20 PM) *
QUOTE (JamesBlackwing @ Jul 15 2010, 08:06 AM) *
for an early stage in my project the main charicter gets pickpocketed and the their runs off, after thisi want to make a scene were you have to chase the theif about the streets of a city untill you eventually catch him.
i figured out one way to do it but it requires a circle of events around each corner of the street and isnt particularly easy to set up.

im probebly just missing the simplest way to do it but does anyone have any ideas?


Make a move route event. It'll be long, and will take a while, but I managed to get 4 guys chasing the player as he hopped across rooftops via some very tricky eventing.

this is what the area of the city being used will be layed out like.. the idea is every time you get near the theif he will randomly take on of the paths avoiding the one you come from and you have to chase him round till you corner him at the end..

There's a function that'll do that (set move route: move away from player-repeat action), but it's not likely to get the thief there. He'll just run wherever the hell he wants.
You could throw in some jumping over objects (i.e fences, onto roofs, ect), which makes it more fun and gives the player a challenge in deciding which route to take around the barrier (since they can't jump). I'd throw some fences in and have the thief hop those; the diagonal movement also keeps the step count down. You should also throw in a speed modifier, since it's a long trip.
Also, I don't undertstand how he's cornered when he gets there. huh.gif
JamesBlackwing
QUOTE (Alt_Jack @ Jul 15 2010, 08:13 PM) *
There's a function that'll do that (set move route: move away from player-repeat action), but it's not likely to get the thief there. He'll just run wherever the hell he wants.
You could throw in some jumping over objects (i.e fences, onto roofs, ect), which makes it more fun and gives the player a challenge in deciding which route to take around the barrier (since they can't jump). I'd throw some fences in and have the thief hop those; the diagonal movement also keeps the step count down. You should also throw in a speed modifier, since it's a long trip.
Also, I don't undertstand how he's cornered when he gets there. huh.gif


this dosent work the theif just runs in the opposite direction fromthe player untill he hits a solid object and stays there till you walk up to or around him. i need somethingthat means when youget close to him he runs off down a random path and stops at the next junction tillyou get near him..
Alt_Jack
QUOTE (JamesBlackwing @ Jul 15 2010, 01:56 PM) *
QUOTE (Alt_Jack @ Jul 15 2010, 08:13 PM) *
There's a function that'll do that (set move route: move away from player-repeat action), but it's not likely to get the thief there. He'll just run wherever the hell he wants.You could throw in some jumping over objects (i.e fences, onto roofs, ect), which makes it more fun and gives the player a challenge in deciding which route to take around the barrier (since they can't jump). I'd throw some fences in and have the thief hop those; the diagonal movement also keeps the step count down. You should also throw in a speed modifier, since it's a long trip.
Also, I don't undertstand how he's cornered when he gets there. huh.gif

this dosent work the theif just runs in the opposite direction fromthe player untill he hits a solid object and stays there till you walk up to or around him. i need somethingthat means when youget close to him he runs off down a random path and stops at the next junction tillyou get near him..

Pretty sure I mentioned that problem. Because, you know, I was there when I wrote it. confused.gif

You've basically got 2 options: make a set route like I suggested, or bring your case to the script request forum. You might be able to do it via script, but that's assuming someone makes it for you.
MEands
Well one way to do it, is to have each place the theif stops the same amount of steps away.
That way you could do the move rout, "turn away from player" and then walk forward the amount of steps, that way you will have to walk a certain way to corner him.

But if you're looking for a way that doesn't require a lot of events, then yeah, try a script.
RzrBladeMontage
Can you post your project file so others can download it? I can try to make you an event that allows you to chase after the thief, I just don't want to remake your map. If you can provide a download I'll just try and do it in your project and then reupload it for you to download.
JamesBlackwing
QUOTE (RzrBladeMontage @ Jul 16 2010, 02:30 AM) *
Can you post your project file so others can download it? I can try to make you an event that allows you to chase after the thief, I just don't want to remake your map. If you can provide a download I'll just try and do it in your project and then reupload it for you to download.


id prefere notto post my project at this time as its in a messy state butthe map dosent need to be remade exactly.. its basically a road grid thats 11 steps between each junction takes only a couple of seconds to set up

ive been playing around and i can get a trigger that when youtouch the theif picks a variable and runs to one of the next junctions but if you start to walka round the theif or go a differnt way he will be triggered again from the wrong junction.
RzrBladeMontage
Okay no problem. I'll give it a go. Forgive me if my mapping isn't up-to-par tongue.gif
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