plant a C4
Let's say you want to blow up a jamming device or something.
create 2 items, an explosive and a detonator
stick a blank "push to activate" event in front of the target.
>condition branch-if C4 is in inventory (else - text: I need a C4 to blow this up! )
have the event itself move to where you want the bomb to go (to save making another event). You can use "set event location" or "set move route"; the latter requries you to turn Through ON (then off after) to get it there, but you'll need to access this menu anyway to change the graphic to your bomb.
remove the bomb from your inventory and add the detonator
attach a common event to the detonator (via the item edit menu) that turns on a switch. You could probably make one called "bomb".
create a parallel process that has the condition branch "if switch Bomb is ON, play (explosion) animation on your bomb event that you just planted. If the parallel process is built into the event, just have it erase itself (and the detonator). If not, have it turn transparent and turn Through ON, so you won't see it and can walk through it, or move it some place else.
As for what you blew up, that's up to you.
Let's say you want to blow up a jamming device or something.
create 2 items, an explosive and a detonator
stick a blank "push to activate" event in front of the target.
>condition branch-if C4 is in inventory (else - text: I need a C4 to blow this up! )
have the event itself move to where you want the bomb to go (to save making another event). You can use "set event location" or "set move route"; the latter requries you to turn Through ON (then off after) to get it there, but you'll need to access this menu anyway to change the graphic to your bomb.
remove the bomb from your inventory and add the detonator
attach a common event to the detonator (via the item edit menu) that turns on a switch. You could probably make one called "bomb".
create a parallel process that has the condition branch "if switch Bomb is ON, play (explosion) animation on your bomb event that you just planted. If the parallel process is built into the event, just have it erase itself (and the detonator). If not, have it turn transparent and turn Through ON, so you won't see it and can walk through it, or move it some place else.
As for what you blew up, that's up to you.
Or, conversely
disarm the bombs
The evil (insert villain name) has planted bombs...er...somewhere and it's up to (insert hero's name) to diffuse them in time!
Fair warning: this involves a timer, so test it out a few times to make sure there's enough time to disarm all the bombs. We'll say there's 4.
Start up a timer however you want
make a variable called "bombs". This'll keep track of how many bombs you've diffused.
if you're lazy, use the "quick event creator" to make a chest (to represent your bomb). At the end of the 2nd event page (remove the item adding function, too) put " control variable Bombs Add 1". You can make a text box that says "Great job, \N[1] ! Now there are only \V[1] bombs left!" The N1 is whatever character #1's name is (default is Ralph) and V1 is variable 001; neither has to be 1. Set move route to "Through ON"
make a parallel process event that has the condition branch if variable Bombs = 4 (cuz we said there would be 4), stop timer.
Finally, make another parallel process event that actuall blows you up; condition: timer 0 min 1 sec or less, game over, return to Title screen, -End
The evil (insert villain name) has planted bombs...er...somewhere and it's up to (insert hero's name) to diffuse them in time!
Fair warning: this involves a timer, so test it out a few times to make sure there's enough time to disarm all the bombs. We'll say there's 4.
Start up a timer however you want
make a variable called "bombs". This'll keep track of how many bombs you've diffused.
if you're lazy, use the "quick event creator" to make a chest (to represent your bomb). At the end of the 2nd event page (remove the item adding function, too) put " control variable Bombs Add 1". You can make a text box that says "Great job, \N[1] ! Now there are only \V[1] bombs left!" The N1 is whatever character #1's name is (default is Ralph) and V1 is variable 001; neither has to be 1. Set move route to "Through ON"
make a parallel process event that has the condition branch if variable Bombs = 4 (cuz we said there would be 4), stop timer.
Finally, make another parallel process event that actuall blows you up; condition: timer 0 min 1 sec or less, game over, return to Title screen, -End
These should work; if not, let me know. You can also combine aspects of the two to make a time bomb, instead of a C4.
