erase event

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Started by GarageBand 10 posts View original ↗
  1. Once I use a character event and then erase it, so the player does not run into it again, the event reappears when you visit the map again.

    So for example, there is a event when a person talks to you in a dungeon map and then walks away. After the event ends, I used erase event. When you visit the dungeon again, it reappears. I know u can use control switchs and direct it to a new event, but is there any other way.
  2. Erase event doesn't do what you think it does. It's excellent for using on events that you don't want to turn off by using a switch/variable/whatever, and want to run again upon each time the player enters that map. That's what erase event does; it temporarily stops the event from running until the player re-enters the map. It's not permanent.


    Have you looked at any beginner tutorials? They teach you how to use event pages, and how to properly 'shut off' an event.
  3. Exit Event Processing - Stops the event from running and will continue immediately on any page with met conditions


    Erase Event - Will stop the event from running and will keep it deactivated until the player leaves the map and comes back


    In both cases you want a page in the event that is for being Idle or removed from the game. After you are done running the event turn off the conditions for the current page and activate the conditions for the Idle/Removed page before using one of these methods.
  4. That sounds complicated.


    You need to use switches or self switches. There is no other way if you want it to remain permanently off.
  5. Shaz said:
    That sounds complicated.You need to use switches or self switches. There is no other way if you want it to remain permanently off.
    Thanks, I figured that out. But what are self switches?
  6. GarageBAND said:
    Thanks, I figured that out. But what are self switches?
    Self-switches are the event-based switches A,B,C,D with their own event commands, not to be mistaken for the general (project-based) switches.
    If you're that new to the engine that you don't know self-switches yet, then I suggest you follow the link in my signature to the basic tutorials - switches and self-switches are one of the most important elements in making an RM game.
  7. Andar said:
    Self-switches are the event-based switches A,B,C,D with their own event commands, not to be mistaken for the general (project-based) switches.

    If you're that new to the engine that you don't know self-switches yet, then I suggest you follow the link in my signature to the basic tutorials - switches and self-switches are one of the most important elements in making an RM game.
    Wow that was easy, just checked it out. Shouldn't of ask first, but thanks for mentioning, now I can use that instead of filling up my control switchs.
  8. GarageBAND said:
    now I can use that instead of filling up my control switchs.
    Not exactly - there are two types of switches because they behave differently, and some uses require general switches why other uses require self-switches.
    There are cases where it doesn't matter which type to use, but you can't simply ignore the differences - that's why I referred you to the tutorials. For example, no control self switch command can change a self-switch in a different event - that's where you need the general switches for...
  9. Andar said:
    Not exactly - there are two types of switches because they behave differently, and some uses require general switches why other uses require self-switches.

    There are cases where it doesn't matter which type to use, but you can't simply ignore the differences - that's why I referred you to the tutorials. For example, no control self switch command can change a self-switch in a different event - that's where you need the general switches for...
    Thanks, read it, self switches are local, control switches are global.
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