Cutscene - Player moves towards door and enters...?

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Started by miimiichii 7 posts View original ↗
  1. Alright, I know how to go through doors and edit them in for the player-- but say there's a cutscene where two people are talking, and your player automatically (using the move route event) goes to the door and enters. I need to know how to get them through the door automatically, and gameplay picks up once inside the doors.
  2. Just use the 'transfer player' command at the end of the event.
  3. Hotfirelegend said:
    Just use the 'transfer player' command at the end of the event.
    I was thinking that... but the doors are animated, and instead of just having them disappear into the building with the door still, I wanted the doors to open, then the player transfers inside.
  4. You can use a single event to manipulate multiple things. In this case, you would use "Set Move Route" on page 2 of the event. Choose the door from the drop-down list in the upper left (where it says "Player" by default). Then just use the Turn command to animate the door opening. :)
  5. Lunarea said:
    You can use a single event to manipulate multiple things. In this case, you would use "Set Move Route" on page 2 of the event. Choose the door from the drop-down list in the upper left (where it says "Player" by default). Then just use the Turn command to animate the door opening. :)
    I'm still just a little confused to be honest xD The door itself has two event pages, and I've tried to set the move route on page 2 of the event but nothing happens. I still have to move manually. : <
  6. Ah, no, I got it now! Than you, Lunarea. : >
  7. miimiichii, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


    I find the easiest way is to make a quick door event, copy the code from page 1 and paste it into the event that's running the cutscene. Then I edit the Set Move Route command and choose the door event rather than "This Event". There might be a few other changes to make to ensure it's moving the correct thing, but that's the only one I can think of off the top of my head (and without Ace in front of me).


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