Oct 31 2010, 10:12 AM
Alright. I've been working on a map for some time now to make it more of "Puzzle" Map, There are rocks all around the room that are pushable, They are set to run when they have the action button pressed on them, then they move one cell opposite direction of the player. There are other events on the map that have the basic ground tile just into the ground a bit more so its a noticable "Push object here" spot. It is set to movment 'Through' so the rock can go into the hole.
Im looking to make it so when said 'rock' event trigger goes into the 'hole; event trigger, a door will open.
If its not possible please just say that instead of ignoring the post.
Thanks ahead of time.
Oct 31 2010, 11:26 AM
it is rather easy
on the event that is a hole put command
and put 1 unused switch and name it "doors"
than go to the doors and check "Switch" box placed left under the event name
right next to it place event that you named "doors"
check "Autoplay" box
in same window
make command " controll switch" and name the switch "doors open"
make a new event page
again check "Switch" box and make it switch "doors opened"
and add comand transfer player and check box "Player Touch"
that should do it if not let me know
Oct 31 2010, 11:33 AM
? No offence at all what soever and i thank you for your help, but can you word that a bit more... Understandable. Its just a blur of words all scrambled together and it also looks like your either not understanding it, or you forgot a part because from what i understand of what you put theres no way that works.
Oct 31 2010, 11:44 AM
ok lrt's try again
u have a hole event
when rock reaches that hole, the hole event is started right?
did u check the "Event Touch" box?
Oct 31 2010, 11:49 AM
Alright, i'll try to explain it better with pictures.
You have said room, with a rock and a door, and a hole. (Pretend the other doors arent there, they are for something else.)
Now pushing the rock (I already have this working, quite simply)
Now when the rock gets here, the door is suppose to open.
Oct 31 2010, 11:58 AM
yeah i know that
u maybe didnt check the "Event Touch" box on the "hole" event
or you didnt make comon events in a good order.
Oct 31 2010, 12:08 PM
My setup for the three things:
Trigger: Action Button
Commands: Set Move Route< This Event< Move away From Player
Trigger: Event Touch (I believe this is wrong, this means that the event touches the player dosnt it?)
Commands: Control Switches<Door View=Off
Commands: Control Switches< Door Open= On
Commands: Change Graffic< Event'Door'< (The image of the open door)
Trigger: Action Button
Conditions: Door Open=On
Commands: (The thing where the player is moved)
There is also a fake door event, doing nothing and is set to only be there while door view is on, and by defualt it is from another trigger that is set to autorun and just does that.
Oct 31 2010, 12:44 PM
I've solved my own proflem and ill explain the solution incase anyone needed the help now
Note: This may be a really bothersome method and there could be an easyer one but this is all i have working.
Make 3 events, Your door, your push object, and your hole.
I'll start with hole setup because its the simplist.
Hole: In the bottom left checkbox simply enable Through. That is all.
Rock: Make its trigger: Action Button, give it the following commands,
@>Set Move Route: This Event
: : $> Move away from player
@>Control Variables: [0001: Rock X] = This event's map X
@>Control Variables: [0002: Rock Y] = This event's map Y
Then your rocks done.
Door: Trigger: Action Button, Commands as follows.
@>Conditional Branch: Variable [0001: Rock X] = (The X coordinate of your hole)
@>Conditional Branch: Variable [0002: Rock Y] = (The Y coordinate of your hole)
(Insert your doors effects here)
Oct 31 2010, 01:43 PM
well i found you a script for triggering effects maybee it'll help you in the futureCustom Event Triggers
Oct 31 2010, 01:57 PM
It actually does. Lol and it brings a great point of the fact that via paralells and conditional branches basically no trigger is needed, though having them, plus my new extra's makes it oh so much easyer lol
Oct 31 2010, 02:05 PM
i'm glad it helped
Oct 31 2010, 06:41 PM
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