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changing the speed

 
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AppleStem
I Like Apples and Stems




Joined: 03 Sep 2009
Posts: 9
Location: Castle of Paradox

PostPosted: Tue Sep 08, 2009 5:59 pm    Post subject: changing the speed Reply with quote

ok I made a world map where your speed is only two. so I put a npc with the script "worldenter" right outside the door of the entrance to the world map. the script looked like:

plotscript, worldenter, begin
set hero speed (me, 2)
end

very simple, but when I activated it. I disappered and my speed went up really high. What just happened,and how do i fix it?
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PostPosted: Tue Sep 08, 2009 7:09 pm    Post subject: Reply with quote

I would recommend using the map autorun script to set the speed, and then having doors leaving the world map be NPCs instead of doors. Having an NPC on a door sounds fishy to me - what does the computer try to do first, the NPC or the door?

As for the speed going up high, what do you mean? How could you know how fast you were if you disappeared? I'm wondering if this has something to do with the fact that, in custom, the third speed slot (probably labelled as '2', since 0 would be the first) is considered 10 for whatever reason.
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Moogle1
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PostPosted: Tue Sep 08, 2009 8:29 pm    Post subject: Reply with quote

Anonymous wrote:
As for the speed going up high, what do you mean? How could you know how fast you were if you disappeared? I'm wondering if this has something to do with the fact that, in custom, the third speed slot (probably labelled as '2', since 0 would be the first) is considered 10 for whatever reason.


No, the plotscripting command takes pixels per step. Besides, the values in custom go 0, 1, 2, 10, 4, 5, so 2 is still the third and correct value.
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Rya.Reisender
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PostPosted: Tue Sep 08, 2009 11:25 pm    Post subject: Reply with quote

Isn't a higher number slower?
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Moogle1
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PostPosted: Wed Sep 09, 2009 7:11 am    Post subject: Reply with quote

What? No. Pixels per step. Higher is faster.
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TMC
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Joined: 05 Apr 2003
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PostPosted: Wed Sep 09, 2009 7:30 am    Post subject: Reply with quote

This sounds familiar. Ah yes, Fenrir had a disappearing heroes bug which I could never reproduce.

This appears to be a bug in the engine. Can you reproduce this? Does it happen every time?

Could you file a bug on 'Bugzilla' and upload your game (and scripts and a nearby save file if required), or alternatively, email those things to me?
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Dark Blubber (lazy)
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PostPosted: Wed Sep 09, 2009 9:56 am    Post subject: Reply with quote

Quote:
Having an NPC on a door sounds fishy to me - what does the computer try to do first, the NPC or the door?


In my experience, doors trigger first in an NPC vs. door situation.

I have a "make stair-stepping sounds" script activated by some step-on NPCs in Okédoké, and I put the NPCs on the stairs where the door is--the stepping sound doesn't actually play until the next map is already fading in.
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binoal




Joined: 20 Jun 2009
Posts: 123
Location: My Own Little World

PostPosted: Wed Sep 09, 2009 12:30 pm    Post subject: Reply with quote

Dark Blubber (lazy) wrote:
Quote:
Having an NPC on a door sounds fishy to me - what does the computer try to do first, the NPC or the door?


In my experience, doors trigger first in an NPC vs. door situation.

I have a "make stair-stepping sounds" script activated by some step-on NPCs in Okédoké, and I put the NPCs on the stairs where the door is--the stepping sound doesn't actually play until the next map is already fading in.


in resident evil infinity, i used a step on npc to trigger the radio cutscene, and it is on the door of the map you came from. It goes through the door and then runs the script
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