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Alt_Jack
The HellFIRE event:

This is probably about as bad-@ss as events get.

(apologies to anyone offended)

You know those climactic sequences in sci-fi movies where the minions are chasing the hero(s) through a maze/building, just as a bomb is about to go off, taking out everything within a 5-mile radius with it? We're going to make that. Bomb, minions and all.
How does it work?
You turn on a bomb, yell "RUN!!!", then run through a maze (the dungeon generator can do this if you're too lazy to make one). Guards appear out of thin air and chase you through it (though you're slightly faster). If the timer reaches <1 sec, the bomb goes off, everything explodes and you die. But if you make it to the exit, everyone/thing else blows up and you live...for now.

Now the recipe:
You'll need 2 aptly-named switches- a "chase" switch, and a "kill" switch.
There will be minimum 4 events: a bomb, a minion/guard (you'll make more, obviously), a "detonator" (does a bit more) and a "diffuse".

Minions/guards
:
1.
-switch-chase ON
movement: approach-normal-highest
activation: player-touch
battle processing (guard squad)
erase event
priority-same as
_________
2.
switch-kill ON
movement [same as page 1]
activation: parallel process
priority-same as
[wait]
show animation-this event-no attr.
erase event


Bomb
:
1.
[text]
set move route-player(wait)
-change speed:5
control timer:startup ( 0 min 30 sec)
Control switches-Chase ON
set move route-this event
>-through
________
2.
switch-Kill ON
show anim-no attr.
erase


detonator
:
switch-chase ON
fixed
parallel
condition: timer 0 min 1 sec or less
control switches: kill ON
set move route: player (wait)
>graphic: (dead)
wait 60 frames
game over
return to Title screen
-End


Diffuser

control timer-stop
control switches: Kill ON
Wait 60 frames
move route: player (wait)
jump 0,0


The numbers in "minions" and "bomb" signify event pages, the line being my lame attempt to show this. Finally, right-click on your guard event and hit "copy" then sprinkle your guards around the area. They do not show up until the "Chase" switch is on.
The "wait" function in the guard event is optional, and is only used to time the explosions. But why do they explode, too? 1. it gets rid of them and 2. it saves you from having to make any extra events simply because you need explosion FX. I should point out that the timer does not stop if the guards catch you and start a fight.

If something's wrong (shouldn't be, since I copied it word-for-word), let me know.
RzrBladeMontage
This sounds pretty epic Alt_Jack. Do you mind posting a demo?
Alt_Jack
QUOTE (RzrBladeMontage @ Jul 25 2010, 07:26 PM) *
This sounds pretty epic Alt_Jack. Do you mind posting a demo?

Yes and no...the best I could do right now would be a hypercam/youtube vid showing how it works. But that requires some re-tooling of my current set-up and about a day or so.
RzrBladeMontage
Well whenever you get a chance, upload a demo. This sounds like a great event and I just don't have the time at the moment to make it myself tongue.gif.
Alt_Jack
Yeah, I think I'll post it on Youtube. I made 2 videos, one showing how to make Ghost Skill and the other is the HellFIRE event and some other cheap stuff I whipped up. I'll splice them together, upload it, then post a link here. It's the best I can do for now.

Apologies to all those who wanted a playable demo. sweat.gif The videos show what your event pages should look like, and gives you a rough idea as to what they do. It has some variations on stuff, as well as the O.G Ghost Mode.
Alt_Jack
Double-Post! AHAHAHAHA!

Both are up on Youtube now. It shows Ghost Mode, Ghost Skill, and the HellFIRE event. http://www.youtube.com/watch?v=1BG8kbyHwEk
There's another one that shows you how to make the Ghost skill used in the other video (but not the parallel event that deactivates it). http://www.youtube.com/watch?v=7wcQQRCg2xE

Let me know what you think.
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