Basically, I want to use the MGS mode as well as the battle instigator that Night_Runner came up with. According to his comments in the code, all I have to do is set @captureAction = 3 however when I go down into the code a bit(line 431) there is a case stating that when 1 or 3 gameover will be called. How would I alter this part to call the battle feature?
I know I posted this in the actual stealth detection system post, but that's a submission and it's kind of been awhile(scared of the wrath of the mods with necroposting...) plus i'm needing support figured this would be the place to post about it.
Just to clarify, this http://www.4shared.com/file/Ht9Dp8s7/SDS_Script_for_XP.html is the demo with the battle instigator script that Night_Runner threw in that I am talking about. Not the one from the beginning of the post. Any help would be greatly appreciated, thanks in advance!
vvalkingman
Sep 17 2011, 08:43 PM
I managed to fix the starting the battle part of this. SImply added a new variable in on both scripts. The problem with it now is the detection itself is either extremely buggy or I don't know how to set it up correctly. Here's what I want:
When the player is within the line of sight of the guard(5 tiles straight line, no cone) the guard is alerted(exclamation mark appears) it hesitates a sec and then chases after the player. If the guard reaches the player or the player is still in it's five tile straight line no cone line of sight then a battle starts.
Here is what I currently have in autorun configuration: $game_stealth.detector(@event_id, 4, 3, true, false)
Here is what I currently have in Game Stealth configuration:
code
#--------------------------------------------------------------------------- # If you use tunnel vision, set the tunnel width here. It MUST be an ODD # number or the game will round up to the next odd number! Widths over 3 # are not recomended. #--------------------------------------------------------------------------- @tunnelWidth = 1
#--------------------------------------------------------------------------- # The common event ID to execute when using the common event detect action #--------------------------------------------------------------------------- @common_event_id = 1
#--------------------------------------------------------------------------- # The speed and frequency the guards move when they detect the player in # MGS mode. # speed: 1: x8 slower, # 2: x4 slower # 3: x2 slower # 4: normal # 5: x2 faster # 6: x4 faster # # frequency: 1: lowest # 2: lower # 3: normal # 4: higher # 5: highest #--------------------------------------------------------------------------- @guardInterceptSpeed = 4 @guardInterceptFrequency = 6
#--------------------------------------------------------------------------- # When in MGS mode, the action to be performed if the guard detects the # player a second time. This is set by default to game_over since all other # options require some configuration. Valid values are: # captureAction: 0: Goto jail event # 1: Game Over # 2: Execute common event # 3: Battle depending on guard name #--------------------------------------------------------------------------- @captureAction = 3
#--------------------------------------------------------------------------- # How many frames a guard will wait before executing each turn when # searching for the player after detecting them in MGS mode. #--------------------------------------------------------------------------- @waitTime = Graphics.frame_rate / 2 # 40
#--------------------------------------------------------------------------- # Change this to false to disable the detection radius around guards. # This means the player can safely stand next to a guard as long as he's # not in the guard's line of sight. #--------------------------------------------------------------------------- @allowDetectRadius= true
@tunnelWidth += 1 if (@tunnelWidth % 2) == 1 end
vvalkingman
Sep 26 2011, 02:41 PM
Bump.
I'm still at a loss with this, any ideas guys n' gals?
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