First of all, I don't want to use a script for this, just an event, since I can understand those a lot more easily, and I prefer eventing to scripting anyway. But I'm having a little trouble figuring this out. I want my character to push a chair/box over in front of a ventilation grate on the wall, then climb up on the chair/box, remove the grate, and enter the shaft. I can definitely do the pushing the chair and removing the grate part and just do a fade to black transfer of the player to the ventilation shaft map. The problem is having the character climb onto the chair/box. Doing it as a tile you can walk on just doesn't look right. Anyone have an idea of how I can have the player "climb" onto this object?
Climbing on objects
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make a more route cammand for the player that makes the player jump, for each direction the player can face.
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if you can make a pixel sprite, then you just create an event graphic with 2 tiles height, that showing climb process between the character and the box..
but, if you can't, then you might do what @Prince of Sarcasm said.. -
Thank you! Unfortunately, I'm not great with graphics so I don't think I'd be able to make a climbing picture... I guess I'll just stick with the jumping (I don't suppose there's any way to make the jumping not quite so high?), so thank you! However, I've run into another error. I need to climb onto the chair to push a button, which then triggers a cutscene and transfers me off the map. However, if the player climbs on the chair before it's in place next to the switch, they get stuck. Climbing onto the chair requires setting a move route with through and always on top on, so the player can move on top of the event, but then when i turn through off I can't climb off the chair. If I leave through on I can climb off the chair, but then the player can walk right through the chair.
I feel like the way to prevent this from happening is to make it so you can only climb on the chair when it's in place next to the switch, but I can't seem to figure out how to make that work. I'd obviously need to turn some switch on, but I don't think there's a way to activate a switch when an event reaches certain coordinates, is there?
Also, I have another bug that's bothering me. I have my event set to an action button trigger, so that when I press the action button, I push it, when I press the action button plus shift, I pull it, and when I'm facing up, I climb onto it. The only problem is when I try to pull it, the object moves backwards then immediately moves forward again. I'm assuming that's because it's reading that I'm pressing spacebar+shift and moving it backwards, then it's like "wait you're pressing spacebar so we have to move it forward." I need to have a conditional branch where you only push it when you're not pressing shift in addition to the action button, but there's no option for a conditional branch where a button isn't being pressed...
I hope that all makes sense, it's late and I'm tired! -
I suggest modifying the events for the box to be climbed in such a way that you use a different copy of the box - and have that box with the "ladder" flag in the tileset. That shoould help.
One more suggestion: the engine has a system to simulate a 2-level-dungeon by using the top of the A4-Walls with a special automatic passability - if you're not yet using that, it might also help. Go to the link in my signature, I've explained it in more detail in the tips there.
For your push/pull - I've seen a tutorial on that here on the forum a short while ago, but I haven't read it - please search for it, it might also help. -
No, there's a way.. but, i just can create a simple way
first, create an event with trigger parallel process, and an event with box graphic, trigger it action button, (i name it 'Box')
then, create variables Box's X and Box's Y, and set it same with game data Character Box Map X, and Map Y in event parallel..
and then, set conditional branch in event 'box', if 'box' reaches certain cordinates, then create a choices below it, "do you want to climb it? "
when yes, set move route to player through on, switch on: 001, 1step forward, through off
create event page 2, set it conditions switch 001 is On, trigger it Autorun, and priority below characters,
then, create a choices again, "Open the grate and go in? "
when yes, set move route: Player, turn up, jump to the hole, and then transfer
when no, set move route: player, turn 180, 1 step forward, through off,
and, control switches 001 = Off
about your another bug, i suggest you create 2 button separately, one for push, and the other to pull example c for push, z for pull..
sorry for my bad english.. :) -
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Thanks so much, you guys are the best! McP, I love you for teaching me about using variables to represent coordinates, because that's a fantastic thing that I'll have to keep in mind for future eventing. I ended up just mapping the pushing/pulling to the A and S keys (I would have liked to use the Z and X keys because it feels more natural to rest your fingers on the action spacebar, Z, and X, but I don't think there's a way to do that, so oh well, this works), and I've got the climbing to a point where I'm satisfied with it! You can go ahead and close the thread now if you like -- thanks again, I'll definitely be prowling around here all the time!