Im not sure how best to go about this so i need advice but ill try to explain.
firstly this is for a cutscene like event were the "player" is invisible and watching a memory.
there is 6+ characters involved in the memory and they all will need to move (originally was going to use autorun events however i remember someone mentioning that events cant trigger other events)
the gist of the event is as such
C1 and C2 are on screen C1 sitting at a table with a "Food" and C2 running around cleaning other tables. then C3 runs on screen steals the "Food" from C1 and attempts to run away in a diff direction before tripping on a "rock". C1 stands up but does not chase but C2 yells at C3 and starts chasing C3 with "Guards". C3 runs into the woods . C2 and guards stop at te edge of the woods and wont enter. C1 catches up and "talks" to C2 about why they wont enter. "Creatures" then fade in from around the edge of the woods and proceed to follow C3 into the woods.
assistance on this much apreciated id personally like to avoid making the video before hand as i dont have a video editor availible to me
event? script? or movie?
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You can do this by setting the player to transparent, then setting the event to autorun. Within the event, you set the move routes of the other events as needed to show your scene. Just make sure to turn off the autorun when done (usually done via a self switch).
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Scripts are for adding new functions to the game, they should not be used for cutscenes.
A movie display might be possible, but you would still have to make the movie - especially if that movie is the display of a cutscene then it's much easier to simply event the cutscene.
yes, by default events cannot trigger other events - but that is no problem because you should NEVER use triggers inside a cutscene.
The key to making a cutscene is to have a single controlling event on autorun - ALL other events MUST NOT have even a single command in them. The other events will be nothing but placeholder sprites without any function.
That controlling event should be invisible and outside the regular map area of the cutscene. This controller sets the move routes for all other events (your C1, C2, C3 and the guards) whenever those events should move - neither of those other events needs to trigger anything, because they are all controlled by the controlling autorun event. -
@bgillisp if i end the event by transferring the player to another map do i still need to use a self switch?(i have an auto run already on a diff map with out the self switch so i was wondering)
also ty -
And ty Andar you answered what was going to be my next question ^^
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Akirasteel, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.
Just edit your last post if you want to add something and no one has added another post since then.
As for your question about the switch:
You need to switch off the autorun controller if you want to revisit or reuse the map at another time. If that map is just for the cutscene and the player automatically transferred out, you don't need to switch off the controller.
However, most people make cutscenes on their playing maps to save working time and filespace on the drive, that's why they need the switches - if you copy maps for the cutscenes only then you don't need them. -
I would recommend turning it off just in case you decide to use the map later. That way if you do decide to use the map later, you don't hit the "Why can't I move my player" bug.
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Check the blog article called "Events are not NPCs - The Biggest Mistake in Cutscene Events" - it has an explanation of why heaps of autorun events with switches are bad, and an example of how to do it using a single event to control the whole thing.