The move route defaults are kept (repeat, no skip, no wait). Mr.list.push( RPG::MoveCommand.new(25,) ) You could do it with a number of move routes, trying to synchronise the timing, or you could do this: You want to make the player follow a particular path around them, and you want them all to turn to face the player as he/she moves. Let's say you have a little cutscene and there are 5 NPCs consecutively numbered as events 5, 6, 7, 8 and 9. Mr.list.push( RPG::MoveCommand.new you can apply the same move route to a number of events by using a loop with a variable for the event id. Mr.list.push( RPG::MoveCommand.new(18, ) ) Mr.list.push( RPG::MoveCommand.new(15, ) ) Mr.list.push( RPG::MoveCommand.new(17, ) ) Mr.list.push( RPG::MoveCommand.new(36, ) ) This is how each one is defined in the help file: So to create a move route via script, you're going to need to create a new RPG::MoveRoute object plus one or more RPG::MoveCommand objects. It contains values for repeat, skippable, and wait (the checkboxes you see on the Set Move Route command), as well as an array of RPG::MoveCommand objects (also defined in the help file, just below RPG::MoveRoute). you want to apply the same move route to several events, but don't want to copy/paste the entire thing for each eventĪ move route is an object of type RPG::MoveRoute - you can find this in the help file under RGSS Reference Manual > Game Library > RPGVXAce Data Structures > RPG::MoveRoute.you don't know which event you want to apply the move route to (you can use a variable to hold the event id, or even decide in the script if the move route should be applied to an event, a player, a follower or a vehicle).the move route is quite long and movement commands are repeated (you can use a loop to repeat one or more commands rather than writing them all out individually). You might want to do it this way, rather than using the Set Move Route event command, for a number of reasons: We tried our best to ensure that nearly everything was controlled via a script rather than hard-coded into the program.įPS Creator is now Open Source, you can access all the source files in the GitHub repository HERE.These are the commands you need to use if you want to create a move route and apply it to one or move events, by using a Script call in an event list. From the enemy AI behaviours, to the ways a key might open a door. Then with one click your game was constructed and you can have fun playing it.įPS Creator used custom scripts for every element of the game. Using drag & drop mouse controls walls, lights, doors, enemies, ammo, weapons and more could be placed around your game world. You could create your games instantly with the intuitive 3D editor. It succeeded in this and many thousands of users had lots of fun making their own games. The idea was to make a game maker that was simple to use, allowing you to make an action FPS game in seconds. Keep checking back here for more updates.įPS Creator started life way back in 2005. We're currently managing the setting up and ordering of the files and expect to have it live sometime in February. We have decided to make FPS Creator and as many of the model packs that accompany it fully open source. Click HERE to access the FPS Creator Open Source Repository
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