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diagostimo

teleporting

Question

ok so i got a world map, that is only gonna be for teleporting so when i go to transfer onto the map my graphic will change to a cursor and if you have traveled to a town you can teleport there by clicking on it with your cursor , but i want to put an exit icon in the corner so you can return to the place previously stood, so what i need is an event or something that will memorize my position on the map before entering the world map, then been able to return me to that spot on exit of the world map.

Edited by diagostimo

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I don't think events will be able to do this for you. You may need to search for a script or make one yourself.

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i thought so, its such a dissapointment that the transfer command is to basic for my needs, sad face :(

Edited by diagostimo

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Okay, so here's how it goes:

 

1. The event that takes you to the teleport map needs to change three variables, which you will need to create:

IE, Variable 0001 = Player X, Variable 0002 = Player Y, Variable 0003 = MAP ID

 

Edit: Forgot to make sure to mention that you need to SET the variable to the above mentioned criteria, addition or subtraction will really throw it off.

 

Here's an example of how I would do it:

 

EVENT: (The one that takes you to teleport map.)

Control Variables: [0001: Player X] = Player's Map X

Control Variables: [0002: Player Y] = Player's Map Y

Control Variables: [0003: Map ID] = Map ID

Transfer Player:[016:MAP016],(008,007)

What this does is saves your character's X and Y coordinates on the map, and also which map they come from, and then teleports you to another map.

 

EVENT2: (The one that exits you out of the teleport map.)

Transfer Player:Variable[0003][0001][0002]

This transfers you to a map with the given variables as the destination.

 

I hope this helps, and dont forget to include whatever else you need in your events(like changing graphics). This is probably the easiest way you could do what you're trying. If you need any more help, or clarification, feel free to ask, and I'll respond as quickly as possible.

Edited by totalsticks

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thanks alot, i actually found a link thats description used this method, but the link was bust as its like 4 years old, i was well devod :)

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Not a problem, if you have any questions, I'll be in chat for a bit, just rummaging through the site, trying to get some ideas for a new project.

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i have done it but it doesnt return me to the same map, i have it set to constant then type my coordinates into the box besides this right?

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If you edit your control variable part of the event, you'll see a section called Operand. Under that heading there should be a check box next to "Character" its under there that you would find Player X and Player Y coordinates. And for the Map ID, it would be under "Other". Check those boxes and check the selections and it should all be there.

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i have it set right now, but when i go to exit the map it takes me to the map that is set first in my map setup branches? will i have to seperate these up

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I'm a little confused, what do you mean by your map setup branches? Meaning there are conditional branches? And if I'm wrong in assuming that, do you mean it wont take you back to where the memorized coordinates are? If that's the case, you need to remove all instances of transfer player from the exit event, and only include one with the proper transfer player.

 

When you create the new transfer player, it should give you the option of direct appointment of where the player should end up, or you can appoint with variables. You want to appoint with variables, and match the selections up.

 

If I'm still way off, perhaps you could explain what part of the event is giving you trouble?

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buy the branch setup i meant the map that was stacked at the top in my map box, but this isnt the case, i unstacked them and it turns out its sending me to the map with the id of 1, but the variables is set like this---

@>text: would you like to view the world map?

@>show choices yes,no

: when [yes]

@>control variables: [0001 map X] = Player's Map x

@>control variables: [0002 map Y] = Player's Map Y

@>control variables: [0003 map ID] = Map ID

@>transfer player[022:hero 1 world map], (099,099)

@>change character graphic....

 

@>when no branch ends

 

then the 1 that send it back is set to send it to these variables but it just sends it to the map with the id of 1 and doesnt fix to the coordinates, the operation is set?

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I would say to re-check to make sure your variables are set correctly first. But second, I have to ask if the Exit Event, the one that would take you back to the map you were previously on, is set to go to all the above mentioned variables? I'm getting fine results running it through my test world, unless there's something mixing it all up.

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Mmmmkay, I see what's going on. Basically something in your scripts is interfering with the variables we have set.

So, to curb this, change Player X, Player Y and Map ID to something else, I'd go with 48,49, and 50.

 

I hope that helps, but I really have to head off to sleep. If you need any more help with it, I'll be back on tomorrow.

Good luck!

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yep that did the job, my script must be using some variables or main processes, as its constantly running it was messing with the direction, i will have to find out what ones it uses and label them so i dont run into problems in the future and mess up my script :) oh yes and is it possible to set this to run on an item for future reference say i obtain a teleporting stone later on

Edited by diagostimo

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Yea, you can make it run using an item by using the call event feature (of the item), and having it call a common event instead of an event in every map. Exactly the same as how you have the event, just copy paste the event info into the common events page. Glad it worked out for ya.

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big smies :) i made my teleporting stone, im also gonna dissable the menu and make my own via tileset, any suggestions on how to teleport on key input?

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Honestly, I cant remember for the life of me how to do it that way, but I know that it can be done. I'll keep digging and see if I cant remember anything.

 

EDIT: Okay, I think I figured it out. You need to create a new common event, with parallel processing with the switch set to something named Map or w/e. From there you do a conditional branch in the common event, go to page 4, and select "Button" and it should show options for whichever button you wish to be able to activate, I chose "L" since it is Q on the keyboard. After that you want another conditional branch that checks for the teleport stone in your inventory. When both conditions are met, you need to have it Call Common Event and choose the one that takes you to the world map, etc.. Ohh, before I forget, you have to have somewhere, that the switch Map, or whatever gets turned on, so that way its always checking for the button press, otherwise it wont work at all.

 

Here's an example of how I have mine set up:

 

Common Events:

[0001] Map (this one takes you to the world map, etc..)

[0002] Map Button (this one checks for button press)

 

[0002] Map Button - Layout

Conditional Branch: The L button is being pressed

Conditional Branch: [Map]in inventory

Call Common Event: Map

 

Else

 

Branch End

 

Else

 

Branch End

 

 

Hope this helps!

Edited by totalsticks

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nice man, this one is so i can call a menu map, so i can store all my items and skill selction ect, but i managed to put it all in one event and it works, thanks dude!

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