Making a player appear in front of a ''same as player'' event.

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Started by CrazyCrab 7 posts View original ↗
  1. Hi everyone,

    I can't believe I didn't think of this before as right now I'm really stuck and not sure what to do anymore.

    My events are set to ''same as player'' level so they can be interacted with using the action button.

    At the same time I want the player to be able to move through them so he or she can access the ones behind it, but when I set the event to ''through'' or set the player to ''through'' (using the set move route for the player) the player appears behind the object that he or she is going through.

    This looks absolutely horrible.

    What can I do to fix it?
  2. Give an example of why you would want to do this.


    Basically, if you have two events and they're always going to be one behind the other, you'd just put the interaction on the front one.
  3. I hope I didn't misunderstand your problem. You can just make the event "below character" instead of "same as character" + "through" and put invisible events around that event to trigger it indirectly via these invisible events with a simple conditional branch rule. That way you also make sure your character appears above that permeable event.

    For the sake of an example, I am assuming you would have a setup like this;

    .....E2

    X1 E1 X2

    .....X3

    -E1 is one of the real events which is "below character", E2 is the other real event you want to reach through E1, Xs are the invisible events which are set to trigger by action button and NOT same as character.

    -Set up a conditional branch in X1 to check if the player is facing right. Fill inside the conditional branch with commands created for E1. If true, it starts to make E1 do whatever you want E1 to do when X1 is triggered by the action button.

    -Same thing for other Xs but it checks if the player is facing left for X2, up for X3.

    These are only relevant if your events are not set to automated movement though. It gets complicated if they are mobile (more branches, variables to save coordinates, probably region IDs too) and I may not be able to set it up properly so can't help you much if that is the case. There may be a simple solution though, maybe a small piece of custom script.
  4. The problem is that all the events need to be clearly visible and accessible, as theyre functional buildings.

    An example where the player goes through one to touch the othrer one would be:

    OOO

    OXO

    OXO

    If the player wants to interact with X he or she must stand on O, but then he or she appears behind O when set to "through".
  5. What are you trying to accomplish, exactly? Can you provide some screenshots?
  6. have you considered changing some of them to "below player"?


    However, if you do then you have to keep in mind that this changes the behaviour of the action button:


    Below player = player needs to stand on the event to trigger action button (facing is not checked)


    Same as Player = Player needs to stand adjacent and facing the event to trigger action button
  7. Andar said:
    have you considered changing some of them to "below player"?

    However, if you do then you have to keep in mind that this changes the behaviour of the action button:

    Below player = player needs to stand on the event to trigger action button (facing is not checked)

    Same as Player = Player needs to stand adjacent and facing the event to trigger action button
    I can't believe I didn't think of that earlier, just setting them beneath and clicking action when on them will be good enough.

    I guess the easiest solution is the one you overlook the most huh  >_>

    Thanks!

    Feel free to close the thread.