Rajaat99 3 Report post Posted November 26, 2013 (edited) I'm trying to make a puzzle, where you have to keep a button pressed to open a door. However, when you move off of the button, the door closes. I can't think of how I would do this.Also, for the second part of the puzzle, I would like the player to push a box onto the button to keep it pressed, so the door will stay open. I can't figure out how to do this either, as events do not interact.Any help would be welcome. Edit: I figured out the first part. It was easy, I was just having a duh moment. However, the second part is still eluding me. How to make two events seem to interact, when they actually aren't. Edited November 26, 2013 by Rajaat99 Share this post Link to post Share on other sites
Polraudio 122 Report post Posted November 26, 2013 I remember making a project for this back in the day and posted it here somewhere. hard to find it since i have to go through 3832 posts lol. 2.) use an event to track the position of the box. for the box have it set to interact with the player when touched. when the box reaches a certian x and y the event will trigger a switch. EX: event when player facing left move box left. when player facing right move box right ... and so on for up and down so when the player bumps the box it can move in 4 directions. If you cant figure it out i will make a project for ya. Share this post Link to post Share on other sites
Rajaat99 3 Report post Posted November 26, 2013 I know how to move the box, it was this part, "use an event to track the position of the box. for the box have it set to interact with the player when touched. when the box reaches a certian x and y the event will trigger a switch."I was having trouble with. Thanks. Share this post Link to post Share on other sites
Polraudio 122 Report post Posted November 26, 2013 I made a project that will help ya out. the tracking event is in the upper left. http://www.gdunlimited.net/media/uploads/manager/object-pushing-521.zip Share this post Link to post Share on other sites
Rajaat99 3 Report post Posted November 26, 2013 Thank you. I figured it out, I just needed the idea of how to do it. Thank you very much! Share this post Link to post Share on other sites
Polraudio 122 Report post Posted November 26, 2013 No problem. if you need anything else just ask :thumbsup: Share this post Link to post Share on other sites
Saltome 16 Report post Posted November 26, 2013 Damn it Pol, don't be so fast! I'm still fiddling with my solution. Just a quick note, there is a command that lets you move the event away from the player, so you don't need to do the direction check. Here's my solution: http://www.gdunlimited.net/media/uploads/manager/pressureplate-puzzle-23914.zip Share this post Link to post Share on other sites
Heretic86 25 Report post Posted November 27, 2013 There is an Alternative way to do this. There are "Sensor Scripts" for XP, which change a Self Switch when the Player is within proximity of the Sensor's Range. Simple Event Sensor by Little Drago can do this, but only for the Player. I just posted a Collection Package which contains another type of Sensor Script, specifically designed to be more like an Enemy AI, but has the ability to detect other Targets, such as a Box event. Then, there is the Scripting way to do this. In a Parallel Event, use a Conditional Branch -> Script ($game_player.x == 42 and $game_player.y == 27) or ($game_map.events[@event_id].x ==42 and $game_map.events[@event_id].y == 27]) do something, like change graphic, or multiple things like Button Down AND Open a Door else do something else, like Close a Door end Replace @event_id with the NUMBER that is the Event ID of your movable Box. Scripts are EXTREMELY powerful. I think this may also help. But in an Autonomous Move Route Script (one that Repeats), you can also put in the word "start" without the quotes, to make the Event run itself as soon as it is triggered, and will only run ONCE. Or start ANY event ANY time ANYWHERE. $game_map.events[17].start Other tricks allow you to totally disable Events while still retaining Evented functionality. In the Autonomous Move Route Script, try putting in @trigger = -1 to make it Untriggerable by the Player, but can be started with the "start" command from any other event. Advantage to using a Script here is that when the Player steps on that Button, they seey the door open, then they step off, the door closes. That leads them to understand that they need to put something on the Button to keep it open. Players need to be able to understand the puzzles we lay out for them as much as we need to understand how to create them in a way that Players can understand. Just wanted to point this out for anyone else that may be interested in how to pull off, as well as teach some new "tricks". Share this post Link to post Share on other sites