You just need to disable moving left/right via buttons, set a fixed direction of up on the airship and make a global event that checks if you are pressing left/right and then change the Mode 7 yaw angle with a script call. Just check out the demo, there is a simple example on how you can change the yaw. And check the instructions.
But regardless of all that, you will still need a pixel movement script with 360° movement freedom.
Ultra Mode 7 [RMMV & RMMZ]
● ARCHIVED · READ-ONLY
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I tried to implement that functionality but didn't turn out so well :(
My code in parallel event:
var dir = $gamePlayer.direction();
var yaw;
switch (dir) {
case 2: yaw = 180; break;
case 4: yaw = 60; break;
case 6: yaw = 120; break;
case 8:
default: yaw = 0; break;
}
UltraMode7.animateYaw(yaw, 20);
It'd be nice if the camera automatically adjusted depending your direction. -
That... would be much obliged.Give me half an our, then I'm back behind my PC. Maybe I can help you out.
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@Kyuukon Try putting a Wait command for 20 frames after the script call.
If I had to guess, it's probably telling it to start animating every frame, and never gives it a chance to animate because it just told it to start again. So putting a wait should allow it to animate before checking for a new direction.
(Of course, this also means it will only check the player's direction every 20 frames) -
@SuperMasterSword it still goes crazy even after the 20 frames wait :(
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Please... bury my dead body behind the temple... orz
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@Kyuukon Don't use animateX, use the setX command. xD
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Well that was a bit longer than half an hour. All I got to say is what bblizzard already said, and for a 360 plugin, the best one is from Altimit (but for me it has a bug with walking speed): https://forums.rpgmakerweb.com/index.php?threads/altimit-pixel-movement-0-50β.85408/
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@bblizzard It seems to be some kind of bug with your plugin when I try to use the Test function from the Event window. This is a screenshot of the bug:
And here is the data from the game console:
Code:TypeError: Cannot read property 'UltraMode7' of undefined at Game_Map.setupUltraMode7 (/C:/Users/Oscar%20Lucis%20Caelum/Documents/RPG%20Maker%20MV%20Games/MoD%20-…%20v1.5.1%20%5Bnwjs-win%5D%20%5B1.5.1%5D/www/js/plugins/UltraMode7.js:1410) at Game_Map.setup (/C:/Users/Oscar%20Lucis%20Caelum/Documents/RPG%20Maker%20MV%20Games/MoD%20-…%20v1.5.1%20%5Bnwjs-win%5D%20%5B1.5.1%5D/www/js/plugins/UltraMode7.js:1383) at Game_Player.performTransfer (rpg_objects.js:7480) at Scene_Map.onMapLoaded (rpg_scenes.js:569) at Scene_Map.t.onMapLoaded (/C:/Users/Oscar%20Lucis%20Caelum/Documents/RPG%20Maker%20MV%20Games/MoD%20-…20v1.5.1%20%5Bnwjs-win%5D%20%5B1.5.1%5D/www/js/plugins/YSP_Preloader.js:75) at Scene_Map.onMapLoaded (/C:/Users/Oscar%20Lucis%20Caelum/Documents/RPG%20Maker%20MV%20Games/MoD%20-…5.1%20%5Bnwjs-win%5D%20%5B1.5.1%5D/www/js/plugins/YEP_X_ActSeqPack3.js:893) at Scene_Map.isReady (rpg_scenes.js:561) at Function.SceneManager.updateScene (rpg_managers.js:2018) at Function.SceneManager.updateScene (/C:/Users/Oscar%20Lucis%20Caelum/Documents/RPG%20Maker%20MV%20Games/MoD%20-…%20%5Bnwjs-win%5D%20%5B1.5.1%5D/www/js/plugins/Chau_SceneStabilizer.js:353) at Function.SceneManager.updateMainNoFpsSynch (/C:/Users/Oscar%20Lucis%20Caelum/Documents/RPG%20Maker%20MV%20Games/MoD%20-….1%20%5Bnwjs-win%5D%20%5B1.5.1%5D/www/js/plugins/YEP_FpsSynchOption.js:128)
It seems that your plugin starts the error, but this didn't happen before I enabled it, so maybe it is a compatibility bug. -
@Oscar92player You mean battle test? Or some other functionality? I'll look into it tomorrow and fix it.
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@Oscar92player You mean battle test? Or some other functionality? I'll look into it tomorrow and fix it.
Inside an event on the map, you can do right-click on the commands to Test the process of that event, instead of playing it through the normal Game Test.
That functionality was added in one of the RPG Maker MV updates. -
@Oscar92player
Its better to just use 'Play Test'. 'Battle Test' and 'Event Test' always giving errors. They did not include all plugins in its compiling process. -
@Oscar92player
Its better to just use 'Play Test'. 'Battle Test' and 'Event Test' always giving errors. They did not include all plugins in its compiling process.
Although is better to use the normal Game Test, if we have the other features, I don't want to stop using them just for a bug. They are there to make things easy, and starting with the Game Test, even if I have made a classic 'Debug Room' for testing purposes or using the default Debug Menu with switches and variables, takes more time than just enter the Battle Test or the Event Test. -
Indeed, its really time consuming. But i have never encountered any error causing by this plugin when running the game through play test.
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@Oscar92player Hm, weird. It really seems buggy in MV. There seems to be a $dataMap instance loaded, but the meta data / notes haven't been loaded at all. Anyway, I'll upload v1.3.1 in a few minutes with the fix.
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Considering matters of a load of required plugins for a given project, has anyone noticed performance lag in their projects when using this? Obviously per OP request I only had it up for testing/evaluation purposes in a non-public environment due to having recently made the paywall decision but slowdown s***s regardless of that.
I can YouTube a demo from OBS if necessary but seeing that I have 41 other plugins in my project (which not the final number by any means and can always be pared down based on priority) then I'm not sure what's up. Even the pause menu is affected by this (and a delay is totally bogus in a project of ANY kind hence my concern).
EDIT: Here's the video feed. Be cautious, however, as I may have included a few concept spoilers for the project in question during the capture process. BGM is the Upbeat Futuristic Area theme from the RPG Sound Colours collection.
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Performance has increased, bblizzard developed this better than the standard script from RPG Maker's developers. And UM7 does influence some other plugins like Terrax Lighting (in a bad way) and Doodads (in a good way).Considering matters of a load of required plugins for a given project, has anyone noticed performance lag in their projects when using this? Obviously per OP request I only had it up for testing/evaluation purposes in a non-public environment due to having recently made the paywall decision but slowdown s***s regardless of that.
I can YouTube a demo from OBS if necessary but seeing that I have 41 other plugins in my project (which not the final number by any means and can always be pared down based on priority) then I'm not sure what's up. Even the pause menu is affected by this (and a delay is totally bogus in a project of ANY kind hence my concern). -
I believe I'm using the latest version (according to the change log on my end) and I'm not using Terrax (and in fact only thing I can possibly consider is the Yanfly stuff which is responsible for how the battlefield works among others) so I don't know what's up.

EDIT: While checking my plugins I somehow managed to get the game to crash while Ultra Mode 7 is activated... and with zero time for checking the console, meaning straight back to file explorer/finder/mv editor/etc. I'll try it without being in debug play just to rule that out even though I'm using the latest release.
EDIT 2: Restarting the system fixed the editor issue, but somehow I'm still stuck with the delay. -
Try running your game with the plugin disabled as well. It would be a good idea in general to actually try to isolate which plugin could be causing the issue.
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Try running your game with the plugin disabled as well. It would be a good idea in general to actually try to isolate which plugin could be causing the issue.
Which I did enough of already based on the most essential plugins that I have in my setup, many of them being essential to game features or serving as part of the presentation itself e.g. prize wheel, slots, yanfly battle, yanfly save, minimum damage and of course a few that provide bugfix addendum structs upon the base package. There are a few plugins that I had to switch off in the process of moving the project to run off 1.5.2 for this to work properly; however, those I had to switch off were but a few of the overall setup.