CROSS ENGINE: Combining Chrono Engine with Altimit Movement

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Started by Restart 206 posts Page 7 of 11 View original ↗
  1. Ancient_Eagle said:
    It goes faster, but still break and walk.
    Edit: maybe there's something we can modify this event id 73, but I don't know how.
    Could you show your other event page, event 74? According to the help file if the tool_act_duration is 0 you can walk and fire.
  2. 1695235388559.png

    ID 73 is like a gun, but when hold attack button like charge shot, it goes ID 74.
  3. I can't reproduce the issue. If I set cooldown to 0 I can rapidfire spam bullets. What does the move route look like?
  4. this.locate(this.user().x+Math.sign(this.user()._zoomData[0])*0.8,this.user().y-0.6); this._direction=5+Math.sign(this.user()._zoomData[0]);this.rLoc(20*this.user()._zoomData[0],0)

    1695236915894.png
  5. Anything that involves splitting apart the shooting animation from being stuck in place is going to require rewriting large portions of the act code
    Automatic Firearms. Chrono Engine ABS
  6. Oh, you're using the gun from Restart's demo project. To be honest I never tried that demo until now. That gun is designed that way, why don't you use the other guns in that project (the freerunner's machine bow or the megamachine gun)?
  7. I test them, same issue still break-walk break-walk
    It will need a few things to fix it a code, or maybe modify the events
  8. Ancient_Eagle said:
    I test them, same issue still break-walk break-walk
    It will need a few things to fix it a code, or maybe modify the events
    What you're actually asking is how to make a tool event stay on the map permanently (or as long as you're holding down a button) as they're designed to be spawned and unspawned. I have some ideas but I'll need to test it out. I'll get back to you later today.

  9. See the video, this is what I want when player shoot the guns while walking without break
    Edit: I didn't make it, I just record it to play
  10. Use the machine bow. The third number in autofireweapon() is the max number of bullets you can fire so set in to something really high.
  11. Ok cool! but the problem when I am shooting while walk, it's only 1 frame sprite, and it's good one there's no break

    1695244914274.png
  12. Yes, as stated in the other thread, to change poses while firing an automatic weapon you need to put commands to update the player sprite in the weapon move route. You could probably do it with a parallel common event too that runs if the player is using a certain weapon
    Automatic Firearms. Chrono Engine ABS
  13. Hello everyone!

    AquaEcho said:
    Yes, as stated in the other thread, to change poses while firing an automatic weapon you need to put commands to update the player sprite in the weapon move route. You could probably do it with a parallel common event too that runs if the player is using a certain weapon
    Automatic Firearms. Chrono Engine ABS
    Thanks for wonderful tutorial, it's working now!

    I just do need something like a beam (kamehameha, galick gun, masenko, etc...)
    Do you now how I can make it? I am trying to find answers, but no one did that
    KAMEHAMEHA
  14. Hi everyone,
    I use the Cross Engine on MZ with Fossil and I'm trying to change the move speed of the player but when I do, I get different speed depending of the direction, like normal increase speed to the right and down, and laggy slower speed to the up and left.
    Seems to bug with decimals, if I put 5 as speed it works, but I need 4.1 (same I used on MV) and
    I doesn't work (tried also 4.5 and more, same problem)

    I use this command to change speed $gamePlayer.setMoveSpeed(4.1)
    and on the MV version of my project with altimit it worked great but not on MZ.
    Any idea how to fix this ? I tried move speed plugins also, like SpeedManager, but same issue as the code up there.
  15. jackass__ said:
    Hi everyone,
    I use the Cross Engine on MZ with Fossil and I'm trying to change the move speed of the player but when I do, I get different speed depending of the direction, like normal increase speed to the right and down, and laggy slower speed to the up and left.
    Seems to bug with decimals, if I put 5 as speed it works, but I need 4.1 (same I used on MV) and
    I doesn't work (tried also 4.5 and more, same problem)

    I use this command to change speed $gamePlayer.setMoveSpeed(4.1)
    and on the MV version of my project with altimit it worked great but not on MZ.
    Any idea how to fix this ? I tried move speed plugins also, like SpeedManager, but same issue as the code up there.
    I don't have MZ so I can't look into it but I would try to isolate the issue by turning on and off plugins. Once youve figured out what plugin is causing it, look through its code. I suspect it has to do with rounding in the math of diagonal vectors or how the player's position is determined.
  16. Thanks for your answer, I did isolate the issue I made a clean project with only altimit mz version as plugin and I have the same problem.

    1696376239298.png

    I use the Tyruswoo_AltimitMovement version for mz here (dual choice dialogue box fixed on it), but the same problem occurs on this original portage of altimit for mz.

    1696376412235.png

    And I didn't had it on mv with standard cross engine altimit version so it might be the mz adaptation but I can't find where is the problem.
    It was to do with decimals cause I can put move speed to 5 or 6 but not 4.2 or 5.3 without glitch in upwards and left direction.
  17. Since it's affecting up-left diagonal it most likely has to do with the player position being read as the top left pixel of the tile he is on. Even when the player is in the middle of the tile, the game places him at the whole number coordinates rounded down
  18. AquaEcho said:
    Since it's affecting up-left diagonal it most likely has to do with the player position being read as the top left pixel of the tile he is on. Even when the player is in the middle of the tile, the game places him at the whole number coordinates rounded down
    All four diagonals are fine, it's really a problem with upwards or left direction.

    I tried something, If I set 'player_circular_movement' to true, I get the same glitch problem with diagonal mouvement except with down+right diagonal (the two directions who already works) and if I set it back to false, all 4 diagonals works.
    1696381445128.png

    Think I got it, it was some updates Restart made in the original altimit who were missing in the Mz update, so this part solved it (line 1094 to 1128)

    1696382892337.png
  19. Is there way to make reloading for any guns? for example, I have 60 ammos for pistol, 16 shots, when I reloading, it should be 44 ammos left, and so on...
    Any weapons I can use it.
  20. Ancient_Eagle said:
    Is there way to make reloading for any guns? for example, I have 60 ammos for pistol, 16 shots, when I reloading, it should be 44 ammos left, and so on...
    Any weapons I can use it.
    You would probably have to combine the properties of the regular bow and arrow that has consumable bullets and the machine bow. I'll look at it later if you haven't figured it out yourself but I won't be online much today.