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[RESOLVED] I need a little Help

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I need to control the screen, but i can't lock the player to where i need him, and when the player moves the camera goes with him. I'm making a common event and i have it set to auto run, its a huge event with 30+ characters doing there own thing. I needs to be able to make the camera go where i want and i can with the move screen thingy, BUT the player gains control shortly after and if he uses the arror keys the camera moves wich every way he points. Hmm....i know i'm confusing you, basicly i need to lock the player where i put him and be able to take control of the camera so i can show what is going on around the area. What are the tricks you can do to make this happen?

Treign
« Last Edit: April 30, 2007, 12:27:06 PM by Zeriab »
Dorman. T Reign

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I'm not sure I quite understand. Do you want it so that the player is able to control the camera, but not his character?

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You'd need a a complex loop of conditional branches, for example

Conditional Branch: Left Pressed
              Pan Screen: Left, #,#
              <>
              Else Handler
              Conditional Branch: Right Pressed
                          Pan Screen: Right, #,#

And so on, and then maybe a loop...not sure. Experiment with making it a paralell process as well. If I knew more details about EXACTLY what you wanted, I could help more.

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It is increadabley hard to explain. Heres what is happening, i have the player moving into army formation and it triggers a Automation for a common event. After some text everyone moves to a shit load of cannons but the camera follows the player and if i use the move screen and it still follows the characters movement untill he stops moving and then the move screen command finishes is intended movement. What i want is once everyone BEGINS heading to the cannons, i want to be able to move the camera anywhere i want without the players movement effecting it.

Treign
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I've been experimenting with it right now. I can;t get it to work yet, but I still think that conditional branches caused by directional key presses are the way to go. I did a similar thing with my world map, but instead of moving the camera, I made it move your character.

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yeah character moving seems to be the way to do it. BUT...hmm I think maybe you should turn your character's char into an NPS and change your character image into NONE....then use the set move route command and speed up the character and make him passable. now what you do is wait until the NPC reaches where the character will eventually reach the hard part starts here. making sure you can get the character back to the point no matter where you moved him around.
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yeah character moving seems to be the way to do it. BUT...hmm I think maybe you should turn your character's char into an NPS and change your character image into NONE....then use the set move route command and speed up the character and make him passable. now what you do is wait until the NPC reaches where the character will eventually reach the hard part starts here. making sure you can get the character back to the point no matter where you moved him around.

Brilliant...you could also change your character opacity to 0...and when the event end is triggered, just teleport back to the starting point and change the opacity back (along with speed and passability)

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Well, you can use the Scroll Map Event Command to move the camera. Just set it as a paralell process? I think that you are saying that you want it so that the player can move, but the camera is controlled by you, and not the movements of the player? I've never really tried such a thing before, and so I do not know in what way the game determines camera-player position, but one thing you could do is set the transparency Flag on your player, and then teleport him to a place closeby where he is trapped and cannot move. Then you could replace him with an event which looks like him, and you could set up a parallel process which allows the player to control that event, so something like this:

Code: [Select]
Wait: 2 frames
Conditional Branch: Button [Left] is being pressed
    Move Event: [Replacement Hero]
        Left
Branch END
Conditional Branch: Button [Up] is being pressed
    Move Event: [Replacement Hero]
        Up
Branch END
Conditional Branch: Button [Right] is being pressed
    Move Event: [Replacement Hero]
        Right
Branch END
Conditional Branch: Button [Down] is being pressed
    Move Event: [Replacement Hero]
        Down
Branch END

Then, when you are finished manipulating the Screen position, just set two variables to the X and the Y-coordinates of that event and Use the Teleport Command to teleport your hero to that position, take away the transparent flag and get rid of the Hero Replacement Event. There is almost certainly an easier way to do this, but I'm tired and cannot think straight. That ought to work. I haven't tested it.

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haha, This is funny...i thought of them ways while expermenting waiting for replys. What i ended up doing was changing the charater to THOUGH and letting the character walk to where he will stay, then i places a invisable tile where he was so you couldn't move, on the characters position then i took control of the camera and made the player solid again traping him where he was. Then i transported him to his next destination and i'm going changed his sprite to NONE and gave him THOUGH again then used him as the camera moving him around.

I don't understand the Condition Branch one though, seems way to complicated for something that should be easy.
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ahhhhhhhh I forgot the teleport command xD hahaa
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