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Land Vehicle 1.05 [Update: 09/01/2015]

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Your "patch" script is having issues with me and the two parent scripts - yours and Galv's. "Script [*your patch script*] line 27 : ArgumentError occured. Wrong number of arguments (3 for 2)."

 

This error shows up when I hop into the ship and press a movement key of any kind. Not the boat, either, which is strange...

 

EDIT: I'll leave this up for anyone else who may encounter this problem, but... a quick, untested-over-a-long-scientifically-feasible-period fix, was to pretty much take the error as literal as possible and erase the third "argument" in that script line. So instead of:

 

when :ship

$game_map.ship_passable?(x, y, d)

 

I just have:

 

when :ship

$game_map.ship_passable?(x, y)

 

SO, I'm unsure of what future repercussions that will have, but in the meantime my ship can move now without exploding.

Edited by Merancapeman

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Your "patch" script is having issues with me and the two parent scripts - yours and Galv's. "Script [*your patch script*] line 27 : ArgumentError occured. Wrong number of arguments (3 for 2)."

 

This error shows up when I hop into the ship and press a movement key of any kind. Not the boat, either, which is strange...

 

EDIT: I'll leave this up for anyone else who may encounter this problem, but... a quick, untested-over-a-long-scientifically-feasible-period fix, was to pretty much take the error as literal as possible and erase the third "argument" in that script line. So instead of:

 

when :ship

$game_map.ship_passable?(x, y, d)

 

I just have:

 

when :ship

$game_map.ship_passable?(x, y)

 

SO, I'm unsure of what future repercussions that will have, but in the meantime my ship can move now without exploding.

 

Is that error from the original script I wrote or Galv's patch? In my script, the three arguments work fine. Always place the patch script BELOW the script it's meant to patch, too.

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I'm new to RPG Maker, and I dunno how this works, could somebody please post a video or something to help out? Sorry, I'm just so confused :(

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Paste the script above the script titled "Main" in your project.

 

Now, whenever you use the "Boat" vehicle, it will travel on land instead of water. That's all there is to it.

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I'm converting the boat in my game to a Sub for underwater maps. The maps use an A5 tile for the ocean floor, but I obviously want my sub to move both underwater (over A5 tiles) & in the ocean too. Can you change the settings to make this vehicle an 'amphibious' vehicle that can travel on both land & water? Please? Btw, that is a beautiful looking screenshot! How do you get your maps to look like that?

Edited by Animebryan

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There are other scripts that allow your vehicles to teleport to a new location with the press of a button that could be used to achieve what you want, provided the "underwater" tiles are considered passable by the player. You'd just have to disable exiting the vehicle while underwater.

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There are other scripts that allow your vehicles to teleport to a new location with the press of a button that could be used to achieve what you want, provided the "underwater" tiles are considered passable by the player. You'd just have to disable exiting the vehicle while underwater.

What other scripts? And how would I disable exiting a vehicle?

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You'd have to look for scripts to do these things.

 

There are a few scripts already made that let you enter a vehicle and then switch to another map while piloting it. Search through the forums here for it, I'm sure I saw it posted before. That will let you go from the sea to the "underwater" map. Disabling the ability to exit a vehicle...

module DISABLE_EXIT
  DISABLE_VEHICLE_EXIT_SWITCH = 0 # Set this to the switch used to disable getting out of a vehicle.
end

class Game_Vehicle < Game_Character
  #--------------------------------------------------------------------------
  # * Get Off Vehicle
  #--------------------------------------------------------------------------
  def get_off
    if $game_switches[DISABLE_EXIT::DISABLE_VEHICLE_EXIT_SWITCH] == true
    else
    @driving = false
    @walk_anime = false
    @step_anime = false
    @direction = 4
    @walking_bgm.play
   end
  end
end # class Game_Vehicle

Paste that into a new script under Game_Vehicle. That should force the game to take no action when trying to exit a vehicle as long as the assigned switch is OFF. So you'd set an auto-event on your underwater map to disable exiting the vehicle (switch OFF), and turn it back ON when you return to the surface. I didn't test it, though.

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There are other scripts that allow your vehicles to teleport to a new location with the press of a button that could be used to achieve what you want, provided the "underwater" tiles are considered passable by the player. You'd just have to disable exiting the vehicle while underwater.

There are NO SCRIPTS that let you transfer to another map while riding in a vehicle & pushing a button. The closest thing to that that I've heard are scripts that let you explore the interior of vehicles, which means when you switch from controlling a vehicle to running around inside it, you are no longer riding the vehicle. And even if I had such a script, it wouldn't help my sub move over A5 tiles. I need a script that lets me have FULL CONTROL over where vehicles can go. I can always event the part where my sub either submerges or dives.

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First thing: you can achieve moving to an underwater map with the same script that lets you explore the "interior" of a vehicle because the interior itself is a map that you create and assign. For your other problem, I suggest putting in a request, because that is not what my script does. That's why it's called LAND Vehicle, not UNDERWATER Vehicle. ^_^

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I know this is a bit off topic but... do you have a name or link to the world map tileset you used in your screenshot?  It looks wonderful and I'd love to get it to try it out.

Me too! That map tileset looks way better than the default tileset.

 

First thing: you can achieve moving to an underwater map with the same script that lets you explore the "interior" of a vehicle because the interior itself is a map that you create and assign. For your other problem, I suggest putting in a request, because that is not what my script does. That's why it's called LAND Vehicle, not UNDERWATER Vehicle. ^_^

Even if I use that script you don't get to stay in the vehicle when you transfer. Why can't you just add an amphibious option to it? Do you simply not know how? Or are you just being stubborn or something? Seriously, what would it take to get you to add that option? (And offer that map tileset too, please?)

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Why can't you just add an amphibious option to it? Do you simply not know how? Or are you just being stubborn or something? Seriously, what would it take to get you to add that option? (And offer that map tileset too, please?)

Animebryan, you are still talking like you are entitled to getting help.

You are asking for something the script doesn't do. Maybe the scripter doesn't have time to do your request. Maybe the scripter plain DOESN'T WANT TO. Stop trying to pressure someone into doing free work for you. He is not OBLIGATED to use his spare time to help you and there is really no reason for you to be posting in this thread anymore. You have a script request topic, don't post in this one from now on.

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Hello! I hope posting here's okay since the last post on this thread was a good few months ago, but I'm having a bit of a dilemma!

 

In my current project, I don't have a world map or anything, so I like having the vehicle able to pass between maps easily, which isn't too hard to do if I just make the player transition events right or tweak the script to allow touch events to work.

 

The problem I seem to be having is that even when I have touch events turned off or on, my land vehicle can still go through doors and any other transitions when the event is set as "Same level as player". I dunno if it's supposed to be like this or not.

 

In a nutshell, what I'd like to do is have my vehicle able to pass through map transitions 'below the player' but not through transitions that are on the 'same level as the player'. Would this be possible if I just made a few tweaks to the script? I'd appreciate it lots if I could get any pointers at all. Sorry if my explanation is a bit messy!

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This script does not allow you to pass through same level events while riding the Boat/Land Vehicle. I just tested this. You must have either edited something in it, OR you have a script incompatibility somewhere. You'd need to disable scripts and test to find out which one is causing the problem, if that's the case. Once you've done that, I can probably figure out what's causing your problem.

 

Now, another explanation can be that you want to turn off interacting with events that are set to "Action Button." THAT is something I can add.

 

 

Updated to reflect that change. Get it here. --> http://pastebin.com/aSFvZiY1

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Ack, double post! But the script has been updated to 1.04 with the option to stop the stepping animation from occurring while driving the Land Vehicle. Special thanks to Mr. Trivel for the snippet!

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I really want to say thank you for this script! I really like it alot!

I do have one issue though, In my case I am using a horse. and i know I can turn on and off the step animation but it really doesnt look good either way. How can I make it to where the horse uses walk animation instead of step animation. 

Any help would be a blessing :)

Thank You for this wonderful script!

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I really want to say thank you for this script! I really like it alot!

I do have one issue though, In my case I am using a horse. and i know I can turn on and off the step animation but it really doesnt look good either way. How can I make it to where the horse uses walk animation instead of step animation. 

Any help would be a blessing :)

Thank You for this wonderful script!

It should use the walking animation just fine by default, if memory serves.

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