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Tutorial - 'Shooting And Hearing Part IV: Security Cameras' by ATARI

An item about RPGMaker 2000 posted on

Blurb

A tutorial on making security cameras! Sneaky!

Body

Hi folks! It’s ATARI again! This time I’m going to talk about how to make a security camera system in your RPG. This tutorial is part four of “Shooting and Hearing” tutorial series

What you will need to know to use this tutorial
1. Fork Options
2. Variables
3. Switches

What exactly do I mean when I say “security camera system?” Well, this tutorial is basing the security camera system on the Deus EX security camera system. What is that you say? Well, what basically happens is that in many places, there are security cameras. The cameras are able to tell enemies from foes somehow or another (I think it’s DNA), and they will set off the alarm when they see you or enemies, and follow you on the security camera. Then other guards try to go after you, or maybe a ceiling turret comes out and shoots you. Basically, this tutorial is how to make something similar to that in your RPG.

The first thing that you need to do is to make a new map for this to take place on. Make some pathways with walls around them. Now at a corner (for this tutorial we will be using a standard one way corner, so the camera will only rotate two ways, If you do not know what I mean when I say that, think of the letter “L.” Yeah, like that) near the wall, put an event that would represent a security camera. It’s event position should be “same level as hero”, and name the event “security camera 1.” For the graphics, give it the graphics of a security camera. You might have to dig something up for the graphics of it. For it’s movement type, have it be “by it’s path.” Under the “edit route” button, have it do the following:

| Face (Current Facing Direction. Should be either left or right) |, turn on switch “CamOne[dir]” (replace [dir] with the direction it’s facing currently) | Turn switch “CamOne[Dir2]” (replacing [Dir2] with the other direction it faces) | Wait Moment | Wait Moment |Wait Moment | Wait Moment | Face [dir2] (same direction as [dir2] meant earlier) | turn off switch “CamOne[Dir]” | Turn on switch “CamOne[dir2]” | Wait Moment | Wait Moment | Wait Moment |.

Make the event repeat over and over again.

Here is an example picture of where the camera would be.



Now that you have that done, you’ll need to record the X and the Y coordinate that the camera faces when it faces it’s two directions. One for when it’s horizontal, and one when it is facing vertically. Look for something like this near the bottom of your screen



For those of you who have never learned the coordinate plane, or never paid attention in math class, (I usually don’t either) The First number in parenthases represents the “X” coordinate, or the horizontal, and the second represents the “Y” coordinate, which is vertical. (No “Z” coordinate today kids!) So when the camera faces left or right, record the “X” coordinate that it would have, and the “Y” coordinate that it would have when it faces downward.

Now, make a new event. Make this event a parrell process. Have the event be out of reach from the
hero, with no graphics, and have it’s event position be “below hero.” Name the event “Camera Settings.” Now in here, put in a new “change variable” event. Now in here, set your hero’s X coordinate to the variable “HeroX” and the Y coordinate to the variable “HeroY.” Now below that wait 0.1 seconds, and then put in a new fork option. In the fork option make it is say, “IF variable ‘HeroX’ is equal to ‘[the X coordinate that your camera uses]’ (replacing that line of text with the number, obviously) , then,” below that fork option (This means, not in the else case, but directly below the fork option that your previously made) make a fork option that says, “IF switch “CamOne[dir(the what that it corresponds to when it facing left or right), then” under that, have it turn on the switch “Guards_Alert.” In here you can make the camera start beeping and change it’s graphics to make it look like it is beeping, or whatever you want the camera to do. In the else case, make a new fork option that says, “IF variable ‘HeroY’ is equal to ‘[the Y coordinate that your camera uses]’, then” and below that, like the other fork options that you made earlier, “IF switch “CamOne[dir(the one that is turned on when your camera is facing upwards or downwards,) then,” have it turn on the switch “Guards_Alert” and then followed by what you did with the camera earlier.

Now there are many ways that you can do the following. In this tutorial we will cover two different ones, though they are not really that different if you think about it.

Now the first one that I’m going to cover is how to make a ceiling turret. So when the switch
“Guards_alert” goes on, have an event that’s starting condition switch is “Guards_Alert,” come out of the ground (since you can’t really have a turret on the ceiling in a 2d RPG) and the have events out in front of it on the way it is facing to the wall. Make each event’s starting condition switch be “Guards_Alert.” Now most likely you are using an ABS for this tutorial. If you are not, you can just make the events start a battle between the turret. If it’s an ABS, have the events take away one from your hero’s hp variable and display a battle animation of your hero getting hit. (Like the variable from the other tutorials, and that such). Guards are the same really. Basically on the second page of the guards, change their movement type to “Towards Hero” and have them chase you. If you are not using an ABS, you can make the events, “on touch.” If you are using an ABS, you can make them attack you. I’m not going to go over how to make them attack you in this tutorial, but I will probably be making something about that anyway.

So there you go. You have a security camera system. Remember to turn off the switches and such when you leave that map so that stuff gets reset when you leave. Also, this is once again not the only way you can do it, so you can expand on it how you please!

Remember,
“Even the greatest gamers were n00bs.”
- ATARI