Ship/Airship event

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Started by PrinceChrom 5 posts View original ↗
  1. HI guys,

    I am new here and I just recently started using vx ace .My question is how do you create an event for the ship or airship where the game shows you choice of controlling the vehicle or getting inside it as in (using your ship as an Inn to rest or making shops inside the ship or just taking a walk inside the ship) and this choices have to be shown every time I want to board the ship or airship..Thanks in advance.
  2. #1: Click on the icon with blue head and body.

    #2: Double click somewhere in the room.

    #3: Double click on @>

    #4: Left click on 2

    #5: Choose Set Vehicle Location

    option and choose where you want to put it (make sure to choose Airship or Boat or Ship).

    Have a good day - Jason
  3. I'm afraid that is not very explanatory. What is "the icon with the blue head and body"? While it's appreciated that you're attempting to help someone, please take the time to learn what terms should be used.


    What you are trying to explain is to


    - go to the event layer


    - double click to add an event


    - add a new event command


    - go to page 2 of the event commands


    - choose Set Vehicle Location


    However, that does not answer the OP's question.


    OP, you need to use a "dummy" event that looks like the vehicle, that has a Show Choices option. If they choose to get inside it, just transfer them to the appropriate map. If they choose to control it, THEN use Set Event Location to move the real vehicle to that position, change the graphic of the dummy event to nothing, and add a Get On or Off Vehicle command.


    However, you'll also need to detect when the player LEAVES the vehicle, so you can hide the real vehicle (move it out of the way somewhere where it won't be seen), and move the dummy event to where it was and make it visible again. That way when the player interacts with it again, they get the same choices.


    You will either need to use my Remember Event Position script so the dummy event always goes to where you left the vehicle (this will be complicated if you're allowing them to take the vehicle to a new map), or an event that checks if they've exited the vehicle and sets variables to the x and y locations of the vehicle, then each time the map is reloaded, moves the dummy event to that location.
  4. @nigella4me: That isn't what the OP asked...


    @OP:


    The vehicle as a game function doesn't have an inside map to be attached to it, so you have to do everything manually with eventing, and that is a bit complex.


    First, you need an event that will be placed where the vehicle is supposed to be, while the real, functioning vehicle is placed outside the player view (best to a different map).


    This event would ask if you want to board or steer the vehicle when you trigger it. If you board, you'll get transferred to the map you want to use as the inside vehicle map, if you want to steer it then you need something similiar to the sequence described by nigella4me to take control of the real vehicle.


    However, it'll need either a script or a parallel process to replace the vehicle with the event again when you leave the vehicle, and you'll also need variables to store the current location before entering the airship map...


    Edit: ninja'd again...
  5. lol! Andar, I'll get out of your hair for a little while :D