OK so it seems i've hit yet another brick wall...
I'm starting my game with an event which has the player character saying something then moving over to a door which is supposed to trigger yet another event involving the door open animation and the transition to another room.
But instead of the door opening, nothing happens and i'm trying to figure out why.
However, if the player movement is human controlled then the door works fine.
A chain of events?
● ARCHIVED · READ-ONLY
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Are you opening the door with the initial event? You cannot activate another event by just having the player walk into it automatically, you would either need to trigger it with a switch or simply forget about it and put everything into the initial event.
Your single event something like this:
- Player walks to door
- Door opens
- Player walks into doorframe (use Through)
- Warp to another map
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OK so how do I use a switch event to get the door to open?
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You would turn on a Switch with the switch command, then go over to the door event, make a new page set the Switch condition to that one and make the event Auto-Run, have the door do it's thing and move the player in, then use another switch to change it back to the normal way.
Honestly, I would forget about doing it this way as it just makes it more complicated and it is simpler to just make the door open from the initial event. Usually you don't need to make multiple events chain into each other unless you're transferring to another map. -
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It would look something like this, starting where I made the player move. It shows the event moving both the player and making the door open, and then moving the player into the doorway and transferring them inside.

Also a word of caution: Erase Event is not permanent. Once you exit and return to the map, the event would reappear and trigger again since it's set to Auto-Run. Use a Switch at the end to prevent that from happening.
Edit: Apparently I put Transparent OFF at the end. That should be Through OFF. -
Assuming that your autorun event stops where the player is standing directly next to the door, the easiest way for you to event the player going through the door is to copy and paste the door's event contents directly below your last move route command, and above 'Erase Event'.
After pasting the contents, change the door's 'set move route' target from 'this event' to your door's event number or label. The label is located on the upper left side of your event's box.
And as what Espon stated, the 'Erase Event' command is temporary. If you have plans to reuse that map, you should remove the 'Erase Event' command and place a self-switch instead (e.g. Self-Switch A 'ON'). Create a new event page and make sure the 'Self-Switch A is ON' condition is marked. Leave the page blank - do not change the trigger to autorun. -
Thanks, that did exactly what I was trying to do. :)
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OK maybe not.
Just as a test. I started the game. let the beginning event run and after I enter through the door thus ending the event once I enter the room the autorun starts again.
I created a new event page and and made sure the 'Self-Switch A is ON' condition is marked just as you said. -
Did you place a 'Control Self-Switch' command in the first page (the one with the autorun) at the end of your contents? That command has to be set to 'A' for this exampled, and the operation has to set to 'ON'. Also, make sure the 'Erase Event' command has been removed.
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Yes, and the event STILL runs.
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Could you please upload images of both your first and second event pages.
Also, just to clarify, you do not have a duplicate autorun event in your map, do you? -
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Okay, for the first event page, change your trigger to autorun. That's all you need to do.
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Thanks that worked perfectly, I actually had it set to autorun before but changed to Parallel Process when I was testing something earlier.
What I don't get is why would it cause the event to run again despite the self switch? -
I am unable to explain the full logic process of both triggers, but I do know that if you create an event with an 'autorun' trigger, the entire event page will be executed to its completion regardless of which map you transferred to. It will be prompted to initialize only once.
Whereas if your event has a 'parallel process' trigger, it will continuously check for conditions (if that is applied) and continuously refresh itself. Once the player moves to a different map, the 'parallel process' event no longer processes.
You can check out Andar's tutorial for more information on using RPG Makers in general :
http://forums.rpgmakerweb.com/index.php?/topic/14727-a-starting-point-for-new-users-v08/
You can also check out the tutorials if you have not done so :
http://www.rpgmakerweb.com/support/products/tutorials -
Thank you very much! :D
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You are very much welcome.
And thanks to Espon as well.
Do drop a thread again if you run into anymore problems.
Good luck!


