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Produce a sample demo of your map, using your tileset and the configuration. Something you would feel safe sending. And then submit it as an attachment. I am having 'some' difficulties right now, but I SHOULD be getting to a point where I can see it soon.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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[attachment=689]
I used your demo to show it. It works the same in my project although the placing of the scripts are important
because some clashes with the others. So there is no need to show my project, YET. I've made a vehicle named
'Car'. The buttons are the same as it is in the demo although I intend to change it at a later stage. As you enter the
'Car' and not just Car but all other vehicles, all surrounding events including the vehicle move through each other or
other objects such as the trees and mountains. I intend to make a 2D game similar to Final Fantasy XV. It is called
Evolved Revolution. I'd really like to use this script as it shortens time than doing it through events. Let me know if
you manage to find a solution.
Oh and sorry for the late reply. I was kept really busy at school.
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Meh, dinna worry. Try working 12 hour work shifts. Just snagged (at 11pm EST). Hope to look at when things get working right.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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Posts: 11,235
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BUMP
to version 9.2
First, lemme say *STUPID STUPID STOOOOPID* .
I set up the method called 'vehicle_passable?' to test events to see if you can pass through them or not. However, I neglected to ensure a 'false' flag if all other conditions were ignored. I needed a new line after the other conditions to return a 'false' value ... to block the vehicle.
The initial code initially read like this around line 543:
Code:
if tile_id >= 0 and event != self_event and
event.x == x and event.y == y and not event.through
return false if @passages[tile_id] & bit != 0
return false if @passages[tile_id] & 0x0f == 0x0f
return true if @priorities[tile_id] == 0
end
It should now read thus:
Code:
if tile_id >= 0 and event != self_event and
event.x == x and event.y == y and not event.through
return false if @passages[tile_id] & bit != 0
return false if @passages[tile_id] & 0x0f == 0x0f
return true if @priorities[tile_id] == 0
return false unless $game_system.vehicle_character.nil?
end
Yep, the last line returns a 'false' result saying the event cannot be walked through, but with an extra stipulation (if the vehicle exists... not nil).
The credits list now includes Sujabes467 for discovering and reporting the bug.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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Thanks for the help. I really appreciate it. I'll be sure to include you in the credits of my project.
Posts: 11,235
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Heheh... pad the credits. Vehicles has a nice list of credits that includes others that gave suggestions as well as bug checks. That should give you a bit more lengthy list
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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Is it normal that my ship go through solid rock on water? Even in the Demo it's doing that.
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Read a couple posts up. I have not updated the demo, but I posted a recent fix for you to apply. And with the credits in the demo, please add Sujabes467's name to the list for discovering that issue.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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Yeah I saw the fix and copy past it but it's still doing that even with the code:
return false unless $game_system.vehicle_character.nil?
(I was reading, I was reading :P)
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Hey DerVVulfman, all the highest respect for your amazing scripts you've made. Decided to try out this script and while it has its few bugs such as Input B on non-HQ vehicle causes a script error. Also I'm not sure if other vehicles are meant to disappear if you enter a HQ-vehicle and enter inside and then exit-HQ back onto the field. Don't know if this is a bug but I found this really irritating when trying to test my project, this was also present in the Demo on the front page;
One of the things I always do with my project is test out Events I make and see if it plays out how I want it to be. If there is some miscalculation on my part, I'd edit said Event until I get the result I want, now here comes the problem with one of the Event Scripts needed for the Vehicle scripts. I make Save points on certain parts of my game for debugging purposes. If I were to load that Save Data, all additional Events I make would not appear on the map after the Save Data, though any altered Events that was present prior to the Save being made would work as intended.