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figment68

[XP]SOLVED!Drunk or confused movement.SOLVED!

Question

I was attempting to make it so that when the player is drunk or confused the directional movement of the player is altered but when the player is sober then directional movement returns to normal. So if the player is drunk then when left button is pushed the player moves up, when up button is pushed the player moves down, and so forth making a very confused movement but when player is not drunk then the movent returns to the default such as when up button pushed the player moves up etc. I used a common event set to parallel and with a condition switch.

 

screenshot_01.jpg

 

This works fine as far as causing the altered movement to happen when the drunk switch is on, but when I turn the drunk switch off instead of reverting back to the default movement the player doesn't move at all. Is there a process that I need to include that would revert the players movement back to the default movement? I have a demo if that would help.

 

Drunk Demo

 

Any help would be greatly appreciated.

SOLVED! It was a simple oversight on my part. Here is the finished and working demo...

 

Drunk Movement Finished

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You could try to set it up a Conditional Branch that if the player is in a drunk state, movements are messed up, if not in a drunk state, then movements are normal. I can try to set up a demo if it'll help.

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You could try to set it up a Conditional Branch that if the player is in a drunk state, movements are messed up, if not in a drunk state, then movements are normal. I can try to set up a demo if it'll help.

Well I did use conditional branches to reset movement to mimic normal state, but when I define movements in process the character can move when choices are given, windows open etc. instead of waiting like the default movement does. Here is the demo...

 

Drunk Movement 2

 

This is workable but it does mess up movement as far as the player waiting when message windows, choice windows are shown. I was hoping there was a way to return to the default movement without having to redefine movement keys. So yes, if you know how to do such, please show me how. A demo would be great too.

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well you could always do it like this

 

condition branch: Drunk

-Conditional branch: Controls (ect)

 

 

-Else:

 

-End

 

Else:

 

End

 

 

the problem is that the way you have it set up, there's nothing to go back to, by setting up a conditional branches FOR the conditional branches, this SHOULD fix your bug =)

 

also another idea given

 

just to keep players from getting used to the drunk controls you can have this

 

Common Event: [Drunk Controls] [Drunk System]

Switches: [Drunk]

Variables: Drunk Controls

 

and you can do this

==========================================

[Common Event: Drunk System]

 

Conditional Branch: switch Drunk == on

-Loop:

-Control Variable: [Drunk Controls] Random 0~5

-Wait: 600 Frames

-Wait: 600 Frames

-Wait: 600 Frames

-Wait: 600 Frames

-Wait: 600 Frames

-Wait: 600 Frames

-Comment: This = 3 real life minutes

-Control Variable: [Drunk Controls] Random 0~5

-Wait: 600 Frames

-Wait: 600 Frames

-Wait: 600 Frames

-Wait: 600 Frames

-Wait: 600 Frames

-Wait: 600 Frames

-Repeat Above:

 

Else:

 

End:

==============================================

[Common Event: Drunk Controls]

 

Conditional Branch: If Variable Drunk Controls = 0

(Set of confused controls 0)

 

else

 

end

 

Conditional Branch: If Variable Drunk Controls = 1

(Set of confused controls 1)

 

else

 

end

 

Conditional Branch: If Variable Drunk Controls = 3

(Set of confused controls 3)

 

else

 

end

===================

and so on

 

 

What this will do is reset controls every 3 minutes =3, if you have a similar advanced AI system as well you can make your character have a drunk dialog with someone =O!

 

 

hope this has both helped, advanced, and inspired you making an even better awesome system ^_^

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well you could always do it like this

 

condition branch: Drunk

-Conditional branch: Controls (ect)

 

 

-Else:

 

-End

 

Else:

 

End

 

 

the problem is that the way you have it set up, there's nothing to go back to, by setting up a conditional branches FOR the conditional branches, this SHOULD fix your bug =)

 

also another idea given

 

just to keep players from getting used to the drunk controls you can have this

 

Common Event: [Drunk Controls] [Drunk System]

Switches: [Drunk]

Variables: Drunk Controls

 

and you can do this

==========================================

[Common Event: Drunk System]

 

Conditional Branch: switch Drunk == on

-Loop:

-Control Variable: [Drunk Controls] Random 0~5

-Wait: 600 Frames

-Wait: 600 Frames

-Wait: 600 Frames

-Wait: 600 Frames

-Wait: 600 Frames

-Wait: 600 Frames

-Comment: This = 3 real life minutes

-Control Variable: [Drunk Controls] Random 0~5

-Wait: 600 Frames

-Wait: 600 Frames

-Wait: 600 Frames

-Wait: 600 Frames

-Wait: 600 Frames

-Wait: 600 Frames

-Repeat Above:

 

Else:

 

End:

==============================================

[Common Event: Drunk Controls]

 

Conditional Branch: If Variable Drunk Controls = 0

(Set of confused controls 0)

 

else

 

end

 

Conditional Branch: If Variable Drunk Controls = 1

(Set of confused controls 1)

 

else

 

end

 

Conditional Branch: If Variable Drunk Controls = 3

(Set of confused controls 3)

 

else

 

end

===================

and so on

 

 

What this will do is reset controls every 3 minutes =3, if you have a similar advanced AI system as well you can make your character have a drunk dialog with someone =O!

 

 

hope this has both helped, advanced, and inspired you making an even better awesome system ^_^

 

Wow, that is awesome! I was just looking for a simple system to be used in my game only briefly, but your suggestion has sparked the creative juices. I am a bit inspired to expand on the system now. THANKS!

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