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event activate area

I have this area seen in the picture where i have an event that starts a cut scene (which is that crack u see on the road)





but i don't know how to set it so it will activate within the area instead of the player having to step on the event
 
Area? area how? is it just a square area, or an entire road?

I'm pretty sure you could use variables to check player x/y coordinates(set that event on parrallel processing), and when the character is on that x or y coordinate, activate a switch that turns off that event, and begins the cutscene(after adjusting player position to wherever you want it to be).
 
I've had a few problems in Rpg maker xp with the hole varible player x/y coordinates

im still trying to figure out how to make an npc activate an event useing the player x/y coordinates

is there a way where u can show me a picture or something where this player x/y coordinates is so i can play around with it and see if i can fix this problem?


Sorry about this, i just don't understand X/Y stuff



(everything in the red circle in my picture is the area i would like to have the cut scene be activated, that crack display event is right now only activateing the cutscene)
 
In all cases, you need a Parallel Process event checking one or more variables. If you're checking a two-dimensional range, though, the nested Conditional Branches can get a little complicated.

Alternative: Create some invisible tiles that have a terrain tag. Use them to draw the boarder around the event that detects when the player is near. That way, you'll only need to have a parallel process event checking one variable, that the event continually sets to the Terrain Tag of the player.

Does that make sense? Do you need more information?
 
Hover your mouse over one of the tiles in XP. click on them, and near the bottom of the screen, to the right of the map name, there's two coordinates, the x and y coordinates. Move to the right, and the x coordinate increase, move left and it decreases. Move down, and the y variable increase, move up, and y variable decreases.

===>, x increases
<===, x decreases
down, y increases,
up, u decreases.

Simple.

Now, set the parrallel proccessing event to set player x/y coordinates in two different variables, and then constantly check x and/or y coordinates of the player in a conditional branch. Refer to the thingey above to know what coordinate is what. When the conditional branch is satisfied, when the player is below/above one variable, then activate the event(turn on a switch so you can turn the parrallel processing off), and so on so forth.
 

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