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		| AppleStem I Like Apples and Stems
 
 
 
  
 Joined: 03 Sep 2009
 Posts: 9
 Location: Castle of Paradox
 
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				|  Posted: Tue Sep 08, 2009 5:59 pm    Post subject: changing the speed |   |  
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				| 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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		| Guest 
 
 
 
 
 
 
 
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				|  Posted: Tue Sep 08, 2009 7:09 pm    Post subject: |   |  
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				| 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 Scourge of the Seas
 Halloween 2006 Creativity Winner
 
  
 
  
 Joined: 15 Jul 2004
 Posts: 3377
 Location: Seattle, WA
 
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				|  Posted: Tue Sep 08, 2009 8:29 pm    Post subject: |   |  
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				|  	  | 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 Snippy
 
 
 
  
 Joined: 18 Jan 2008
 Posts: 821
 
 
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				|  Posted: Tue Sep 08, 2009 11:25 pm    Post subject: |   |  
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				| Isn't a higher number slower? _________________
 Snippy:
 "curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
 "fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
 1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary)
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		| Moogle1 Scourge of the Seas
 Halloween 2006 Creativity Winner
 
  
 
  
 Joined: 15 Jul 2004
 Posts: 3377
 Location: Seattle, WA
 
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				|  Posted: Wed Sep 09, 2009 7:11 am    Post subject: |   |  
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				| What? No. Pixels per step. Higher is faster. _________________
 
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		| TMC On the Verge of Insanity
 
 
 
 
 Joined: 05 Apr 2003
 Posts: 3240
 Location: Matakana
 
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				|  Posted: Wed Sep 09, 2009 7:30 am    Post subject: |   |  
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				| 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?
 _________________
 "It is so great it is insanely great."
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		| Dark Blubber (lazy) Guest
 
 
 
 
 
 
 
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				|  Posted: Wed Sep 09, 2009 9:56 am    Post subject: |   |  
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				|  	  | 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
 
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				|  Posted: Wed Sep 09, 2009 12:30 pm    Post subject: |   |  
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				|  	  | 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.
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 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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