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Save-Point - Where can I get the newest "Path Finding" of DervVulfMan

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Full Version: Where can I get the newest "Path Finding" of DervVulfMan
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Hi there, now I need the script Path Finding - and the newest.
My Game need a scene like this : a man (event) go down, and a wolf (event) chase him, if the wolf catch the man, the Game is Game Over. And if the wolf catch the player, the Game is Game Over. And I need the Path Finding what can use Player Call to make an event chase another event automaticly
Thanks everybody Laughing + Tongue sticking out

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Oh yeah, I found it. But how to stop the Auto Movement of an event if I use Near Fantastica's Path finding on it ?

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That would be the 'clear_path ' command if you're using the V2 edit I posted. There's plenty o' instructions in there.

Just remember, it's Jaime's... er... Near Fantastica's script. I just did a couple minor edits to fix a couple issues or something. It's 90%+ his.
In my Demo, I don't see the instruction to add a "find path" to event's Auto Movement in V2 :(
"Clear Path" ??? Does it work for event's Auto Movement

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The find_path command is not in version 2, but an original command in version 1. So if you're using the newest version... that's moot. Or it is a moot point if you are only wishing to use Pathfinding version 2.

The clear_path command exists within both versions and technically erases the current and expected 'planned' route that the event or player is using, stopping it dead in its tracks. The way you use it would differ between which version of Pathfinding you are using, either 1 or 2.

Currently at work... I don't have RMXP with me on the job. Winking
I don't see the "clear_path" syntax
Please guide me :(

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For Pathfinding
by Near Fantastica
Version 1
Dated November 29, 2005
Player :: $game_player.clear_path
Event Script Call :: self.event.clear_path
Event Movement Script Call :: self.clear_path

Rather than clear_path, use this for version 2:

For Pathfinding
by Near Fantastica
Version 2
$path_finding.setup_player
$path_finding.setup_event

While setup_player and setup_even can use arguments, leave 'em blank like this. It erases the paths and stops 'em dead.
Oh, no no no...
1. I don't know how to add a path in event's Movement with v2
2. I want to use event 009 to stop event 008's path in this Demo : http://www.fileden.com/files/2008/7/4/19...equest.zip
Those's the things I want to be guided
Please guide me

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I'm sorry. I gave you the commands. The syntax I gave is faily straightforward and the instructions were fine enough in the thread. The Version 2 beta of Pathfinding that I edited included more instructions and syntax than anything Near Fantastica posted. But I can't continue as it looks like you want to be fully guided and have your system coded for you. I can only show you the door. You need to open it yourself.