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View Full Version : Is it possible to disallow the "sprint" feature?


ff8ribbon
06-01-2005, 02:11 PM
In making my game, I'd like to disallow the sprint feature (when you hold down circle), but I'm not sure how this can be done. I tried setting a vehicle, but it doesn't let me use character graphics as a vehicle (unless there is another way that I don't know of). If anyone could assist me in this matter, I'd greatly appreciate it. Thank you.

Dungeon Warden
06-01-2005, 02:31 PM
There is no way to stop the player using O from sprinting outside of a scripted event. You can use the button command along with the party direction move command to allow the player to move the party one space at a time, which might be good for a scene where the party is walking in a swamp, but I don't recomment it for an all-the-time event.

Why do you say a character model can't be a vehicle? I'm pretty sure any event can be a vehicle. The presets use the horse model so it is possible.

The problem with vehicles is that O causes the party to exit the vehicle, so this is a problemyou need to deal with as well.

Sprinting is a good way to move through areas quickly and I'm glad it was put into the program. Maybe it would be nice if the party could "get tired" running, but they can't. Chalk it up to an other limitation to RPG Maker 2 and move on with your game.

Crimson Knight
06-01-2005, 02:36 PM
I like that feature too, but it looks too unrealistic sprinting across the world in a minute. I wish there was a simple flag to stop it.

neobi
06-01-2005, 02:37 PM
The problem with vehicles is that O causes the party to exit the vehicle, so this is a problemyou need to deal with as well.


No actually O just triggers the end of the vehicle control line and continues the rest of the scripitng in the vehicles lie of code if you wanted, you could just have this loop back to the top and make it impossible to leave an event.

Now for your prob. What you can do is just sat any graphic for the party's vehicle then set it transparent 100% so you can't see it. And make sure you leave the party visible. This way you can control the party's speed and disable run :)

Crimson Knight
06-01-2005, 02:51 PM
What's unfortunate is, you have to board the vehicle manually to use it. And the vehicle have their own special restrictions. That's why I never brought up vehicles as the answer to that. It's too limiting.

neobi
06-01-2005, 04:16 PM
Actually it isn't that limiting and it works quite well if you know how to do it. Using things like duplicate and event move scripts etc... along with enter map all allow this to be done quite easily.

RPGD
06-01-2005, 04:18 PM
Although it may seem awkward, it does work. It would be more effective if you made your own screen transitions and edited the premade system-set one accordingly.

Rodak
06-01-2005, 06:26 PM
I would like to know something related to disallowing the sprint feature and does not seem too far off-topic.

My only complaint about it is that it seems to override the encounter ratio. Does sprinting turn on the no encounters flag, and if so is there a way to keep it from so doing?

The way it is set up the player could just run through maps and never encounter a "wandering monster" (yes, some of us still modify the default battle system rather than make active ones).

I assume that is ff8ribbon's complaint too.

Crimson Knight
06-01-2005, 07:19 PM
Actually it isn't that limiting and it works quite well if you know how to do it. Using things like duplicate and event move scripts etc... along with enter map all allow this to be done quite easily.Then please share. List the correct method for putting players in a vehicle using the enter map script. AFAIK, this does not work.

ff8ribbon
06-01-2005, 07:48 PM
The only reason I wanted to disallow the sprint feature was because I'm basing the puzzle game that I'm creating on the character's normal speed, not their sprint speed. The sprint speed seems far too fast for what I'm looking to do, and it would take away from the gameplay, I believe. So I'll try the vehicle option and see if that helps me out for what I need. Thanks for all of the input, everyone.

Dungeon Warden
06-01-2005, 08:43 PM
The way it is set up the player could just run through maps and never encounter a "wandering monster" (yes, some of us still modify the default battle system rather than make active ones).

Now, Rodak, I would think you have been around enough to know that the O button only disables combat in Test play so the game tester can avoid battles while testing the game. In actually game play, the O button only affects running speed. This is why I tell people to always play-test their game in regular game mode before releasing it. It is also important to test the game right from beginning to end as well.

ff8ribbon, If you understand how vehicles work then they could be used to limit running. A transparent model is a great way to allow the party to be seen while in a vehicle without it looking strange. It would also allow you to use several character models without needing to make a new vehicle for each one.

I don't think you can force a party to enter a vehicle (I haven't tested this myself), but you could place a vehicle in front of the party so that the player has no choice but to enter the vehicle in order to move. If the vehicle is transparent, the player would enter the vehicle without even knowing it.

Good luck with your game.

ff8ribbon
06-01-2005, 11:03 PM
Wow, this was so much easier than I thought it'd be. It only took one simple script of three measly lines.

I put an event in the map with Start "Auto" and applied this simple script:

000 Other: Vehicle: Deploy Vehicle Model (Object Name) Type=Land Speed=Normal Correct Location(+/- 0, +/-0, -5)
001 Other: Vehicle: Ride Vehicle Type=Land Speed=Normal
002 Other: Vehicle: Control Vehicle

And as simple as that, I start out in the vehicle, and can't leave it or sprint by pressing circle. :lol

RPGD
06-01-2005, 11:10 PM
Yep. It's easier to deal with things like that in RPGM2 than one would expect. Some people just don't realize it yet or just can't take advantage of it enough.

Try going into the screen transition system script, removing the sound effects and speeding up the fade in/out. It makes excursions less irritating.

Crimson Knight
06-02-2005, 01:19 AM
Too bad that doesn't work in my game.:( Probably because I have too many auto events running at once.

Rodak
06-02-2005, 07:19 AM
Now, Rodak, I would think you have been around enough to know that the O button only disables combat in Test play so the game tester can avoid battles while testing the game. In actually game play, the O button only affects running speed.

I thought that I forgot something there. I guess I've been around long enough to forget these things too.

Thanks for the reminder.

thetruecoolness
06-11-2005, 12:04 AM
With auto events you have to make sure that there is only one on the map, because it seems only one will start automatically (this was my experience I could be wrong). I had this problem with one of my cut scene scripts where I ended up deleting the event and adding it back and it didn't work any more, since some other events with empty apply scripts were auto (it seems to run the lowest numbered one in the event placement and only that one). Of course if you want to have more than one auto script run at once just put them all in one script and in that script do

Script Control: Apply Together
Script: Call [Auto Script 1]
Script: Call [Auto Script 2]
...
Script: Call [Auto Script n]

Then put this in an event and make that event auto and have no model.
In each of the auto scripts do

Event Contol: Change Target to [Auto Event n]

at the beginning of each of the auto scripts.

So you should be able to do whatever auto event you had, and the disallowing sprint one too, and any other starting event as well. Of course this will not work with events with pages I believe, since I think pages are not turned until an event is over, though I could be mistaken. I have not tried this but it should work.

RPGD
06-11-2005, 08:54 AM
Well, now! A new member with programming algorithm knowledge and RPG Maker experience. We don't see that much here from the get-go. Welcome.

neobi
06-11-2005, 09:26 AM
Don't get down if the auto way doesn't work just set it up in the ENTER MAP script. This way it will always work unless your using a custom enter map script. Yaay for boxes!

Crimson Knight
06-11-2005, 01:25 PM
I already tried it using the enter map field. What happens is, the party automatically goes in a specified direction in an infinite loop. If the party hits a wall, soft reset time. A vehicle script that works fine on the field, doesn't seem to work well in such a situation.

neobi
06-11-2005, 02:20 PM
Actually you may need to turn on bypass things for party, and maybe another flag. Some vehicle flag, I'll have to dig through Fuma and recheck what flags and how they had it set up for the ship mini dungeon.

Crimson Knight
06-11-2005, 02:47 PM
What's the point of doing that if you can't move them?

thetruecoolness
06-11-2005, 05:33 PM
Yeah I've had the game for a while, but never really got that far before. Now that I have seen how to use auto scripts, and various other things I will be good to go. Of course it helps that I have programmed a few small games in Java and have a good knowledges of C and a couple of other programming languages, so with RPG maker 2 I just need to learn how to get around it's limitations, which I am learning to do.

That is wierd. If you either post or PM me the script I'll try to play around with it and see if I can get it to work. As many have said vehicles are really wierd in this game, as at one point I had set up the script for one wrong and while test playing it froze, and select + start did not work so I had to reset. Of course this also happened when I had an infinite loop in an auto script that did a lot in it, so just be wary that the game can actual freeze to the point where you have to hit the reset button on the ps2, so saving before doing one of these things is advisable.

Lone Phantom
06-11-2005, 06:01 PM
In making my game, I'd like to disallow the sprint feature (when you hold down circle), but I'm not sure how this can be done. I tried setting a vehicle, but it doesn't let me use character graphics as a vehicle (unless there is another way that I don't know of). If anyone could assist me in this matter, I'd greatly appreciate it. Thank you.



when you said the sprint feature, I thought you meant the sprint telephone.

WilliamKirk
06-11-2005, 06:12 PM
I've worked on this a decent amount a while ago and believe the only way to disable the O button is making an action script that checks for button presses and when O is hit brings up a Multiple Choice or something. :(