So this is probably a seemingly simple problem that I'm probably not thinking hard enough to solve, but one of the opening cutscenes in my game involves 3 characters leaving the room- one in a rush, and the other two behind a bit more slowly. I figured that I'd set up 3 events, one on each character, and just use a switch to make it seem like they went through the doorway. My only problem is that when the first character reaches the doorway, they don't disappear, thus stopping the other two events from going forward. I looked over a few tutorials for beginners on autorun and cutscenes, but I still can't seem to figure it out (though the problem is probably looking me right in the face).
Any suggestions? If screenshots of the event script are needed, I'll add them.
Cutscene help?
● ARCHIVED · READ-ONLY
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Simple! Just choose the command in the move route that says transparent on for each character that goes through the door... if you do it to the player make sure you turn it off when you reach the next event!
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Hm.... I thought it would be transparent, but when I tried that, it still didn't work, the character is still standing there.
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Hmm... well other events cannot pass other events. So set to through as well.
If that's not it. It's screenshot time! -
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Alright... I've seen this happen and it's when you need to recount how many move downs you have. If there are too many then it will freeze up like it did there. Try recounting the steps... I know it's tedious, but it's the way it goes.
I myself go ahead and trace one finger as the other clicks on the next movement. So I know where the character will end up.
As for the self switch, you did make a new blank page with the corresponding self switch checked. Right? -
Can you show the whole event window? Also, can you show where on the map the event actually starts? It might be that the move route is not able to complete if the movement is blocked (ie: you might have 1 too many steps in the movement which can't actually be done as there is something on the map that is stopping it from completing) and as you have wait for completion set it will never get beyond the move route to get to the setting of the switch.
Just as an aside as well, what you have shown is actually "eventing" not "scripting". These are 2 completely different things.
Edit: Damn, took too long to type my answer and got ninja'd :) -
Yup, that seemed to have been the problem, one too many downs at the end. Thank you!Alright... I've seen this happen and it's when you need to recount how many move downs you have. If there are too many then it will freeze up like it did there. Try recounting the steps... I know it's tedious, but it's the way it goes.
I myself go ahead and trace one finger as the other clicks on the next movement. So I know where the character will end up.
As for the self switch, you did make a new blank page with the corresponding self switch checked. Right?
And yes, the second page of the event has the self switch turned on.
Haha, thank you for the help anyways! And yes, I'm aware that it's called eventing (which is why I referred to everything but the write up of the event itself an event).Can you show the whole event window? Also, can you show where on the map the event actually starts? It might be that the move route is not able to complete if the movement is blocked (ie: you might have 1 too many steps in the movement which can't actually be done as there is something on the map that is stopping it from completing) and as you have wait for completion set it will never get beyond the move route to get to the setting of the switch.
Just as an aside as well, what you have shown is actually "eventing" not "scripting". These are 2 completely different things.
Edit: Damn, took too long to type my answer and got ninja'd :) -
Even if it's transparent or switches to a new page with no sprite, the event is still there, and that's what's stopping the movement.
Don't use autorun/parallel processing, and switches on each event to distribute the processing. Have ONE event that controls the whole thing - your other events have sprites and that's it.
Use a Set Move Route command for each one (you can select which event you want to move). Do the fastest one first, then the two slow ones. Put a Wait for Completion on the LAST one only (or maybe on the first one as well, if you don't want the other two to move until the first one has disappeared).
In the move list, add the movement commands necessary to get them to the exit, then do a Set/Change Graphic to change the graphic to NONE, then turn THROUGH on. THIS is what will allow each one to walk onto the spot occupied by the other(s).
At the very end, after all the move routes, turn on a switch, and give each event a new page conditioned by that switch (as well as the event that's controlling everything) with no sprite and no commands and leave them as Action Button. That'll ensure they don't appear and the whole thing doesn't happen again when you return to this map. If this is a cutscene on a map where the player will never come back, you don't need to worry about that extra bit. -
Thank you for the help! I've always heard that events should be kept to one if possible, but with something like this I thought it'd be simpler to break it up. When I redid it like you described, it ended up being much more simpler than I had thought. Thank you again, and I'll keep this in mind for future events in game.

