Vlue 271 Posted November 18, 2013 Hmm, I'm not sure why the demo link is gone...But you can take a look at this for examples on how it works: Proximity Share this post Link to post Share on other sites
captainbinary 0 Posted June 13, 2014 Sorry for the necro post. However i am trying to get this working with some problems. I can get it working if i have the event on a tile that the player can walk over. However if i have it on a event for an npc or on top of a sign, the proximity does not work. I am using the exact same code as the event which works, however i cannot seem to find a way to fix this. I am probably overlooking something simple. Thanks for your time. Share this post Link to post Share on other sites
Vlue 271 Posted June 13, 2014 By default, the proxy check uses line of sight, so if the event is on a tile that's not passable, it won't work. Change your script call to: Proxy.inprox?(@event_id, distance, false) Where distance is # of tiles radius. Share this post Link to post Share on other sites
Lazy 3 Posted August 5, 2014 Great script for "stealth" missions! good job. 1 Share this post Link to post Share on other sites
Neok 6 Posted August 8, 2014 There's a lot of proximity type scripts out there, but this one's probably one of the best. 1 Share this post Link to post Share on other sites
bloodyliao 5 Posted August 11, 2014 Is it possible to make something like this? A monster is strolling on the map, when you go into its eye sight, if you are stronger than it, say for your higher level, it will try to run away; but if you are weaker, it will chase you until you get rid of it by running away or defeat it. Share this post Link to post Share on other sites
Vlue 271 Posted August 13, 2014 Of course, just use a conditional branch to (somehow) determine if the party is too strong and go from there when it's in range. Share this post Link to post Share on other sites
Kjroth99 0 Posted September 23, 2014 For some reason it doesnt show the Script for enemy encounters, help Share this post Link to post Share on other sites
Vlue 271 Posted October 1, 2014 I'm not sure what you mean? Script for enemy encounters? Share this post Link to post Share on other sites
Necromedes 103 Posted January 1, 2015 Ok, not sure if this is considered necro-posting but I have to say, this is by far one of my favorite scripts EVER. I've been using it for some time now and I just keep finding more and more ways to use it. - Events that are only visible within a certain rainge. - Area restricted sound effects - Chase/Follower events (Especially when combined with jets Pathfinder script.) I think I may actually make a demo/tutorial video of this script and its uses. If you don't mind that is, Vlue. Share this post Link to post Share on other sites
mandalorianjedi 5 Posted January 31, 2015 (edited) I'm having this strange issue where if you encounter 2 enemies at once with this script, you battle one as normal, then when the victory sequence is over, it fades out and back into the victory sequence again, and you gain the rewards again. Then you battle the other enemy unlimited time, and you get the double victory sequences for each battle. When you try to escape, it has never let me do so successfully. (not sure if the escape part is my bad or has any relevance to the script) Edited January 31, 2015 by mandalorianjedi Share this post Link to post Share on other sites
Mireneye 1 Posted October 18, 2015 Hey!Any method to get the eventID of the closest event? to another event or player? Share this post Link to post Share on other sites
lonequeso 1,921 Posted November 12, 2015 This script is awesome! I'm having one small issue. It doesn't recognize other events when determining line of sight. The level I'm making has the player sneaking through a jail. It's one map and I have several door events between rooms. I don't want the guards to be able to see past the closed doors. I couldn't figure out a good way to set that up. Share this post Link to post Share on other sites
Dymdez 77 Posted November 14, 2015 There's a region tag for that, I think, check line 41 Share this post Link to post Share on other sites
lonequeso 1,921 Posted December 2, 2015 That tag actually does the opposite. It makes it so events cna see past an impassible tile. Like if there's a hole in the floor, you put that region ID on it so the event will look through it. Share this post Link to post Share on other sites
Dymdez 77 Posted December 3, 2015 (edited) Ahh you're right. If the doors are reverted back to impassable events, won't that work just as well? There's definitely a solution here.. Edited December 3, 2015 by Dymdez Share this post Link to post Share on other sites
lonequeso 1,921 Posted December 7, 2015 The problem is the script doesn't recognize the event at all. If I start the player behind a door and a guard on the other side, he'll always see the player through the door if it's within his range. Share this post Link to post Share on other sites