Demo – Version 1.7 > (Demo uses old version, use script from below)
#------------------------------------------------------------------------------# # Galv's Map Positions #------------------------------------------------------------------------------# # For: RPGMAKER VX ACE # Version 1.8 # Thanks Tsukihime for resizing assistance #------------------------------------------------------------------------------# # 2012-12-02 - Version 1.8 - items can activate more than one map now # 2012-11-22 - Version 1.7 - disable switch added. # - now auto-reizes images larger than screen to fit # 2012-11-09 - Version 1.6 - added functionality for some escape codes in text # 2012-11-09 - Version 1.5 - now hides player marker when inside vehicle # - added event comments to put text at event markers # - can display actor's name under player marker # 2012-11-08 - Version 1.4 - noticed a crash and put a fix in place # 2012-11-08 - Version 1.3 - bug fixes with event charset showing # 2012-11-08 - Version 1.2 - can now choose charsets or custom pic for markers # 2012-11-07 - Version 1.1 - added vehicle location display # 2012-11-07 - Version 1.0 - release #------------------------------------------------------------------------------# # This script brings up a picture (that you create) of a map and places a # marker to show the player and vehicle locations. You must make the map # exactly to scale and it would be best if it fit on the screen. # (Default size is 544 x 416, as long as it fits in that, it should work.) # Save these maps in /Graphics/Pictures/ and name them like: # map2.jpg - where the number is the map ID of the map. (Can be any supported # graphic file, not just jpg.) # # EXAMPLE: # Pressing the MAP_BUTTON on a map with ID of 4 will look for "map4.xxx" # # Maps can be set to require an item to view. #------------------------------------------------------------------------------# # Notetag ITEMS with the below tag. x being the map ID of the map held. # # <map: x> # # Or for an item to allow showing multiple maps: # # <map: x,y,z> # #------------------------------------------------------------------------------# # In addition to showing the player's location, you can add/remove blips that # show event locations to each map using SCRIPT CALLS: #------------------------------------------------------------------------------# # # show_map # Manually shows the map for the map the player # # is on, even if the player doesn't have the # # required item in inventory. # # add_blip(map_id,event_id) # Makes event blip show on a map # # rem_blip(map_id,event_id) # Removes an event blip from a map # #------------------------------------------------------------------------------# # EXAMPLE: # add_blip(1,25) # makes event 25 show as a blip on map with ID 1 # rem_blip(1,25) # removes that blip from the map. #------------------------------------------------------------------------------# # An event can display text below it's marker. To do this, add an event comment # at the very top of the event page commands. # This comment MUST be at the very top of the event commands or else it # will not be displayed. You can use the following escape codes: #------------------------------------------------------------------------------# # EVENT COMMENT TEXT CODES: # # /v[x] # display number in variable x # /n[x] # display actor with ID x's name # /p[x] # display party member in position x (0 is leader) # /g # display currency type as set in vocab (eg. G) # /c[x] # color of the text. Only one color will work per event text. # #------------------------------------------------------------------------------# # # See below for more settings # #------------------------------------------------------------------------------# ($imported ||= {})["Galvs_Map_Positions"] = true module Galv_Map #------------------------------------------------------------------------------# # SCRIPT SETUP OPTIONS #------------------------------------------------------------------------------# DISABLE_MAP = 1 # Switch ID. When switch is ON, map cannot be called MAP_BUTTON = :X # Button to open and close the map. (:X is key "a") # to disable make this MAP_BUTTON = nil REQUIRE_ITEM = true # Requires an item before the map can be revealed # NOTE: If you turn this to false you MUST have an # image for each map or it will crash! NO_MAP_MESSAGE = true # display message if no map of area. true or false MESSAGE_TEXT = "You don't have a map of this area." # displayed when trying to open the map scene without the required item. PLAYER_LOCATION_MARKER = 1 # 0 = custom picture (set below) # 1 = lead actor's charset graphic PLAYER_CUSTOM_PIC = "marker" # image in /Graphics/Pictures/ if above is 0 SHOW_ACTOR_NAME = true # display lead actor's name under player marker VEHICLE_LOCATION_MARKER = 1 # 0 = use custom pictures (set below) # 1 = use vehicles' charset images BOAT_IMAGE = "marker3" # image in /Pictures/ for boat if above is 0 SHIP_IMAGE = "marker3" # image in /Pictures/ for ship marker if above is 0 AIRSHIP_IMAGE = "marker3" # image in /Pictures/ for airship marker if above is 0 EVENT_LOCATION_MARKERS = 1 # 0 = use a custom picture for all (set below) # 1 = use the event's charset image EVENT_IMAGE = "marker2" # image in /Pictures/ for events if above is 0 EVENT_TEXT_SIZE = 20 # size of the text displayed under events EVENT_TEXT_COLOR = 0 # default color of this text PLAYER_TEXT_SIZE = 20 # size of the text displayed under player (if used) PLAYER_TEXT_COLOR = 6 # color of player name text #------------------------------------------------------------------------------# # END SCRIPT SETUP OPTIONS #------------------------------------------------------------------------------# end class RPG::Item def has_map if @has_map.nil? if @note =~ /<map:[ ](.*)>/i @has_map = $1.to_s.split(",").map {|i| i.to_i} else @has_map = [] end end @has_map end end # RPG::Item class Scene_Map < Scene_Base alias galv_map_update_scene update_scene def update_scene galv_map_update_scene check_button unless scene_changing? end def check_button if Input.trigger?(Galv_Map::MAP_BUTTON) && !scene_changing? check_for_map unless $game_switches[Galv_Map::DISABLE_MAP] || $game_map.interpreter.running? end end def check_for_map item_count = $data_items.count item_count.times { |i| if !$data_items[i].nil? if $data_items[i].has_map.include?($game_map.map_id) && $game_party.item_number($data_items[i]) > 0 return SceneManager.call(Scene_ViewMap) elsif !Galv_Map::REQUIRE_ITEM return SceneManager.call(Scene_ViewMap) end end } $game_message.add(Galv_Map::MESSAGE_TEXT) if Galv_Map::NO_MAP_MESSAGE end end # Scene_Map < Scene_Base class Scene_ViewMap < Scene_MenuBase def start super create_map_sprite create_player_blip create_event_blips create_boat_blip if $game_map.vehicles[0].map_id == $game_map.map_id create_ship_blip if $game_map.vehicles[1].map_id == $game_map.map_id create_airship_blip if $game_map.vehicles[2].map_id == $game_map.map_id end def update super flash_marker if $game_player.vehicle_type == :walk if Input.trigger?(Galv_Map::MAP_BUTTON) || Input.trigger?(:B) dispose_bitmaps SceneManager.return end end def dispose_bitmaps @map.bitmap.dispose @map.dispose if $game_player.vehicle_type == :walk @actor_marker.bitmap.dispose @actor_marker.dispose if Galv_Map::SHOW_ACTOR_NAME @actor_text.bitmap.dispose @actor_text.dispose end end if !@event_blip.nil? t = @event_blip.count t.times { |i| if !@event_blip[i+1].nil? @event_blip[i+1].bitmap.dispose @event_blip[i+1].dispose end if !@event_text[i+1].nil? @event_text[i+1].bitmap.dispose @event_text[i+1].dispose end } end if $game_map.vehicles[0].map_id == $game_map.map_id @boat_marker.bitmap.dispose @boat_marker.dispose end if $game_map.vehicles[1].map_id == $game_map.map_id @ship_marker.bitmap.dispose @ship_marker.dispose end if $game_map.vehicles[2].map_id == $game_map.map_id @airship_marker.bitmap.dispose @airship_marker.dispose end end def create_map_sprite @map_temp = Sprite.new @map_temp.bitmap = Cache.picture("map" + $game_map.map_id.to_s) if @map_temp.bitmap.rect.width > Graphics.width || @map_temp.bitmap.rect.height > Graphics.height width_ratio = (@map_temp.bitmap.rect.width.to_f / Graphics.width.to_f).to_f height_ratio = (@map_temp.bitmap.rect.height.to_f / Graphics.height.to_f).to_f if width_ratio > height_ratio new_width = (@map_temp.bitmap.rect.width / width_ratio).to_f new_height = (@map_temp.bitmap.rect.height / width_ratio).to_f else new_width = (@map_temp.bitmap.rect.width / height_ratio).to_f new_height = (@map_temp.bitmap.rect.height / height_ratio).to_f end source = Rect.new(0, 0, new_width, new_height) @map = Sprite.new @map.bitmap = Bitmap.new(new_width,new_height) @map.bitmap.stretch_blt(source, @map_temp.bitmap, @map_temp.bitmap.rect) @map_temp.bitmap.dispose @map_temp.dispose @scale_x = ($game_map.width * 32).to_f / new_width.to_f @scale_y = ($game_map.height * 32).to_f / new_height.to_f @map.x = (Graphics.width.to_f - source.width.to_f).to_f / 2 @map.y = (Graphics.height.to_f - source.height.to_f).to_f / 2 else @map_temp.bitmap.dispose @map_temp.dispose @map = Sprite.new @map.bitmap = Cache.picture("map" + $game_map.map_id.to_s) @scale_x = ($game_map.width * 32).to_f / @map.bitmap.rect.width @scale_y = ($game_map.height * 32).to_f / @map.bitmap.rect.height @map.x = (Graphics.width - @map.bitmap.width).to_f / 2 @map.y = (Graphics.height - @map.bitmap.height).to_f / 2 end end def create_player_blip @pulse = 0 return if $game_player.vehicle_type != :walk if Galv_Map::PLAYER_LOCATION_MARKER == 1 @actor_marker = Sprite.new @actor_marker.bitmap = Cache.character($game_party.leader.character_name) sign = $game_party.leader.character_name[/^[\!\$]./] if sign && sign.include?('$') cw = @actor_marker.bitmap.width / 3 ch = @actor_marker.bitmap.height / 4 else cw = @actor_marker.bitmap.width / 12 ch = @actor_marker.bitmap.height / 8 end n = $game_party.leader.character_index @actor_marker.src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch) @actor_marker.x = (($game_player.x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (cw.to_f / 2).to_f + 4 @actor_marker.y = (($game_player.y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (ch.to_f / 2).to_f + 4 @actor_marker.z = @actor_marker.z + 2 @actor_marker.bitmap.blt(0 - cw / 2, 0 - ch, @actor_marker.bitmap, @actor_marker.src_rect) else @actor_marker = Sprite.new @actor_marker.bitmap = Cache.picture(Galv_Map::PLAYER_CUSTOM_PIC) @actor_marker.x = (($game_player.x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (@actor_marker.bitmap.width / 2).to_f + 4 @actor_marker.y = (($game_player.y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (@actor_marker.bitmap.height / 2).to_f + 4 @actor_marker.z = @actor_marker.z + 2 end return if !Galv_Map::SHOW_ACTOR_NAME @actor_text = Sprite.new @actor_text.bitmap = Bitmap.new(150, Galv_Map::PLAYER_TEXT_SIZE) @actor_text.bitmap.font.size = Galv_Map::PLAYER_TEXT_SIZE @actor_text.bitmap.font.color.set(text_color(Galv_Map::PLAYER_TEXT_COLOR)) @actor_text.bitmap.draw_text(@actor_text.bitmap.rect, $game_party.leader.name, 1) @actor_text.x = (($game_player.x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (@actor_text.bitmap.width.to_f / 2).to_f + 5 @actor_text.y = (($game_player.y / @scale_y.to_f).to_f * 32) + @map.y.to_f + (@actor_marker.src_rect.height.to_f / 2) @actor_text.z = @actor_marker.z end def flash_marker @pulse += 1 @actor_marker.opacity -= 4 if @pulse > 0 @actor_marker.opacity += 5 if @pulse < 0 @pulse = -20 if @pulse >= 20 end def tileset_bitmap(tile_id) Cache.tileset($game_map.tileset.tileset_names[5 + tile_id / 256]) end def create_event_blips return if $game_map.markers[$game_map.map_id].nil? m = $game_map.markers[$game_map.map_id] event_count = m.count @event_blip = {} @event_text = {} if Galv_Map::EVENT_LOCATION_MARKERS == 1 event_count.times { |i| if !$game_map.events[m[i]].nil? @tile_id = $game_map.events[m[i]].tile_id @event_text_color = Galv_Map::EVENT_TEXT_COLOR @event_blip[i+1] = Sprite.new if @tile_id > 0 sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32; sy = @tile_id % 256 / 8 % 16 * 32; @event_blip[i+1].bitmap = tileset_bitmap(@tile_id) @event_blip[i+1].src_rect.set(sx, sy, 32, 32) cw = @event_blip[i+1].src_rect.width ch = @event_blip[i+1].src_rect.height else @event_blip[i+1].bitmap = Cache.character($game_map.events[m[i]].character_name) sign = $game_map.events[m[i]].character_name[/^[\!\$]./] if sign && sign.include?('$') cw = @event_blip[i+1].bitmap.width / 3 ch = @event_blip[i+1].bitmap.height / 4 else cw = @event_blip[i+1].bitmap.width / 12 ch = @event_blip[i+1].bitmap.height / 8 end n = $game_map.events[m[i]].character_index case $game_map.events[m[i]].direction when 2; dir = 0; when 4; dir = ch; when 6; dir = ch * 2; when 8; dir = ch * 3; end pat = $game_map.events[m[i]].pattern; pat = 1 if pat > 2 @event_blip[i+1].src_rect = Rect.new((n%4*3 + pat)*cw, (n/4*4)*ch + dir, cw, ch) end @event_blip[i+1].x = (($game_map.events[m[i]].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (cw.to_f / 2).to_f + 4 @event_blip[i+1].y = (($game_map.events[m[i]].y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (ch.to_f / 2).to_f + 4 @event_blip[i+1].bitmap.blt(0 - cw / 2, 0 - ch, @event_blip[i+1].bitmap, @event_blip[i+1].src_rect) if $game_map.events[m[i]].list[0].code == 108 @show_text = $game_map.events[m[i]].list[0].parameters[0] @show_text = convert_escape_characters(@show_text) @event_text[i+1] = Sprite.new @event_text[i+1].bitmap = Bitmap.new(150, Galv_Map::EVENT_TEXT_SIZE) @event_text[i+1].bitmap.font.size = Galv_Map::EVENT_TEXT_SIZE @event_text[i+1].bitmap.font.color.set(text_color(@event_text_color)) @event_text[i+1].bitmap.draw_text(@event_text[i+1].bitmap.rect, @show_text, 1) @event_text[i+1].x = (($game_map.events[m[i]].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (@event_text[i+1].bitmap.width.to_f / 2).to_f + 5 @event_text[i+1].y = (($game_map.events[m[i]].y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (@event_text[i+1].bitmap.height.to_f / 2).to_f + (ch / 1.5).to_f end end } else event_count.times { |i| @event_text_color = Galv_Map::EVENT_TEXT_COLOR if !$game_map.events[m[i]].nil? @event_blip[i+1] = Sprite.new @event_blip[i+1].bitmap = Cache.picture(Galv_Map::EVENT_IMAGE) @event_blip[i+1].x = (($game_map.events[m[i]].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (@event_blip[i+1].bitmap.width / 2).to_f + 4 @event_blip[i+1].y = (($game_map.events[m[i]].y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (@event_blip[i+1].bitmap.height / 2).to_f + 4 if $game_map.events[m[i]].list[0].code == 108 @show_text = $game_map.events[m[i]].list[0].parameters[0] @show_text = convert_escape_characters(@show_text) @event_text[i+1] = Sprite.new @event_text[i+1].bitmap = Bitmap.new(150, Galv_Map::EVENT_TEXT_SIZE) @event_text[i+1].bitmap.font.size = Galv_Map::EVENT_TEXT_SIZE @event_text[i+1].bitmap.font.color.set(text_color(@event_text_color)) @event_text[i+1].bitmap.draw_text(@event_text[i+1].bitmap.rect, @show_text, 1) @event_text[i+1].x = (($game_map.events[m[i]].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (@event_text[i+1].bitmap.width.to_f / 2).to_f + 5 @event_text[i+1].y = (($game_map.events[m[i]].y / @scale_y.to_f).to_f * 32) + @map.y.to_f + (@event_blip[i+1].bitmap.height / 2) end end } end end def create_boat_blip if Galv_Map::VEHICLE_LOCATION_MARKER == 1 @boat_marker = Sprite.new @boat_marker.bitmap = Cache.character($game_map.vehicles[0].character_name) sign = $game_map.vehicles[0].character_name[/^[\!\$]./] if sign && sign.include?('$') cw = @boat_marker.bitmap.width / 3 ch = @boat_marker.bitmap.height / 4 else cw = @boat_marker.bitmap.width / 12 ch = @boat_marker.bitmap.height / 8 end n = $game_map.vehicles[0].character_index case $game_map.vehicles[0].direction when 2; dir = 0; when 4; dir = ch; when 6; dir = ch * 2; when 8; dir = ch * 3; end @boat_marker.src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch + dir, cw, ch) @boat_marker.x = (($game_map.vehicles[0].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (cw.to_f / 2).to_f + 4 @boat_marker.y = (($game_map.vehicles[0].y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (ch.to_f / 2).to_f + 4 @boat_marker.z = @boat_marker.z + 1 else @boat_marker = Sprite.new @boat_marker.bitmap = Cache.picture(Galv_Map::BOAT_IMAGE) @boat_marker.x = (($game_map.vehicles[0].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (@boat_marker.bitmap.width / 2).to_f + 4 @boat_marker.y = (($game_map.vehicles[0].y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (@boat_marker.bitmap.height / 2).to_f + 4 end end def create_ship_blip if Galv_Map::VEHICLE_LOCATION_MARKER == 1 @ship_marker = Sprite.new @ship_marker.bitmap = Cache.character($game_map.vehicles[1].character_name) sign = $game_map.vehicles[1].character_name[/^[\!\$]./] if sign && sign.include?('$') cw = @ship_marker.bitmap.width / 3 ch = @ship_marker.bitmap.height / 4 else cw = @ship_marker.bitmap.width / 12 ch = @ship_marker.bitmap.height / 8 end n = $game_map.vehicles[1].character_index case $game_map.vehicles[1].direction when 2; dir = 0; when 4; dir = ch; when 6; dir = ch * 2; when 8; dir = ch * 3; end @ship_marker.src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch + dir, cw, ch) @ship_marker.x = (($game_map.vehicles[1].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (cw.to_f / 2).to_f + 4 @ship_marker.y = (($game_map.vehicles[1].y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (ch.to_f / 2).to_f + 4 @ship_marker.z = @ship_marker.z + 1 else @ship_marker = Sprite.new @ship_marker.bitmap = Cache.picture(Galv_Map::SHIP_IMAGE) @ship_marker.x = (($game_map.vehicles[1].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (@ship_marker.bitmap.width / 2).to_f + 4 @ship_marker.y = (($game_map.vehicles[1].y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (@ship_marker.bitmap.height / 2).to_f + 4 end end def create_airship_blip if Galv_Map::VEHICLE_LOCATION_MARKER == 1 @airship_marker = Sprite.new @airship_marker.bitmap = Cache.character($game_map.vehicles[2].character_name) sign = $game_map.vehicles[2].character_name[/^[\!\$]./] if sign && sign.include?('$') cw = @airship_marker.bitmap.width / 3 ch = @airship_marker.bitmap.height / 4 else cw = @airship_marker.bitmap.width / 12 ch = @airship_marker.bitmap.height / 8 end n = $game_map.vehicles[2].character_index case $game_map.vehicles[2].direction when 2; dir = 0; when 4; dir = ch; when 6; dir = ch * 2; when 8; dir = ch * 3; end @airship_marker.src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch + dir, cw, ch) @airship_marker.x = (($game_map.vehicles[2].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (cw.to_f / 2).to_f + 4 @airship_marker.y = (($game_map.vehicles[2].y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (ch.to_f / 2).to_f + 4 @airship_marker.z = @airship_marker.z + 1 else @airship_marker = Sprite.new @airship_marker.bitmap = Cache.picture(Galv_Map::SHIP_IMAGE) @airship_marker.x = (($game_map.vehicles[2].x / @scale_x.to_f).to_f * 32) + @map.x.to_f - (@airship_marker.bitmap.width / 2).to_f + 4 @airship_marker.y = (($game_map.vehicles[2].y / @scale_y.to_f).to_f * 32) + @map.y.to_f - (@airship_marker.bitmap.height / 2).to_f + 4 end end def convert_escape_characters(text) result = text.to_s.clone result.gsub!(/\\/) { "\e" } result.gsub!(/\e\e/) { "\\" } result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] } result.gsub!(/\eN\[(\d+)\]/i) { $game_actors[$1.to_i].name} result.gsub!(/\eP\[(\d+)\]/i) { if $game_party.members[$1.to_i].nil? "" else $game_party.members[$1.to_i].name end } result.gsub!(/\eG/i) { Vocab::currency_unit } result.gsub((/\eC\[(\d+)\]/i)) { @event_text_color = $1.to_i } result.gsub!(/\eC\[(\d+)\]/i) { "" } result end def text_color(n) Cache.system("Window").get_pixel(64 + (n % 8) * 8, 96 + (n / 8) * 8) end end # Scene_ViewMap < Scene_MenuBase class Game_Map attr_accessor :markers alias galv_map_initialize initialize def initialize galv_map_initialize @markers = {} end end # Game_Map class Game_Interpreter def add_blip(map_id,event_id) if $game_map.markers[map_id].nil? $game_map.markers[map_id] = [event_id] else return if $game_map.markers[map_id].include?(event_id) $game_map.markers[map_id] << event_id end end def rem_blip(map_id,event_id) if $game_map.markers[map_id].nil? return else return if !$game_map.markers[map_id].include?(event_id) $game_map.markers[map_id].delete(event_id) end end def show_map SceneManager.call(Scene_ViewMap) end end # Game_Interpreter class Game_Vehicle < Game_Character attr_reader :map_id end class Game_Player < Game_Character attr_reader :vehicle_type end
Made new project, put script in-common event-items-pictures. Started but it says don’t have map of area, what error on my part? Best damn map script out so far.
Check out the demo, it can be set so that the player requires an item for an area to open the map. Take a looksy at the map items in the demo to see how they were done :)
I’m sorry I didn’t explain right. (1) started new project, nothing added, no maps. (2) copied from this demo-maps, pictures, common event (In other words, copied this project to it. (3)started project and picked up map. (4)pressed map button and get don’t have map as a response.
Now I was asking for a little help, in response I get check out demo (?) ok, now I get it, A question with a question. LOL
Seriously any help thank you.
You are being rude like you believe I’ve insulted you somehow. I did not answer your question with a question, so I am very confused as to why you even said that.
I spent time writing instructions and I pay my own money to host these demos so people can teach themselves how to use my FREE scripts.
Unfortunately I don’t have time to teach every person who doesn’t understand a script because they don’t want to spend their own time looking at the documentation and studying the demo I provided them. I’m sorry you feel that my offering free stuff for you at my own expense means that I am obligated to hold your hand when you use it.
I don’t help rude people who have the misguided belief that it is my duty to work for them. In future I recommend if you’re looking for someone to help you, don’t be a jerk about it.
I Wasn’t being rude, that’s why I used LOL, thought I was being straight forward,sorry for offense, I have stated this is the best script for maps.Thanks for the great script anyway and I’ll figure it out .
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Ok figured it out, naming of map was problem, works perfect and sorry for coming across being rude, use a number of your scripts GALV and their top notch, hope you can accept a apology, if not then sorry again.Thanks
I apologise also, I’m glad you worked it out. Good luck with your project
Hey i relay love your scripts they are relay good and i was wondering if you can answer one question how did you make the maps did you use any photograph software or did you draw those maps i want to make some of my own and i am still thinking what to try first.
I used photoshop to make the maps in the demo
Do you still have the map in your computer downloads?I really need a map.
I’m gonna check the demo to see if the map is in there.
Hey I really thought this would be fast travel.It’s handy for my game.But I’m not stupid and I know you have better things to do so I’m gonna try and make a fast travel with help from this script.Am I allowed to?
Sure, feel free to modify it for your own project as much as you like. I remember seeing fast travel scripts back when I used Ace a lot, though
Can i have a demo please ? I can’t understand english : (
There is a link to the demo at the top of this very page.