Event won't reset/loop after 2nd time

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Started by nasgath 14 posts View original ↗
  1. Hello. I have a switch that turns on a 10 second timer. When timer reaches to 0, the switch resets. Problem is, it only resets twice and after that it just doesn't work anymore.

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    KMJShBp.png

    mjjjGZb.png


    What am I doing wrong here? Thanks.
  2. I'm not sure you even need the first page.

    What does Switch 53 and 54 do?
  3. Yeah, ditch the first page altogether, get rid of the self switch condition on the second page, and on the third page, get rid of any commands to do with self switch A.


    There's no actual timer processing happening on this event. Show us the events that turn the timer on and off - presumably they're conditioned by those two switches, but that's probably where your issue is happening.


    I'm not even sure why you've got them in another event controlled by the switches. There's no reason you can't just put the timer controls in the event above.
  4. Ah yes, I'm a beginner at this. I've created 2 other events. 53 switch activates the timer, there's a loop in it (a 2 second ticking clock sound effect). The 54 switch stops the timer, continues main music and turns off 53 switch.

    The reason why I have 3 pages of events is that so A and B can switch one another. So the first page simply just actives the 2nd page which is the idle switch. And the 3rd page is the switch when timer is going on. You want screenshots of 53 & 54 events?
  5. Show us the events please. Don't describe them - you leave a whole heap of information out that would be provided with a screenshot.


    You don't need the first page. All it does is make the second page active. You can do the same by deleting the first page and removing the condition on the second page. It's a waste.


    And because you remove the condition on the second page, self switch A is no longer used for anything. So you don't need to set it or check it anywhere.


    You switch 53 and 54 on at the same time, 53 turns on the timer and 54 turns it off. Think maybe THAT could be why it's not working?


    Get rid of the additional events. Get rid of switches 53 and 54. Get rid of the lines that turn them on.


    On the page that's currently page 2, where you turn on self switch B, also Start the timer.


    On the last page, when your turn off self switch B, also Stop the timer.


    Then in the Autonomous Movement on that last page, add a Custom move route that does a Wait 120 frames (2 seconds) then plays the SE.


    There you go - controlling the whole lot in a single event with 2 pages, with one self switch and nothing else.


    If you can't get something working and are going to ask for help, please at least be prepared to follow the suggestions by others who have more experience with the engine than you do.
  6. nasgath said:
    The reason why I have 3 pages of events is that so A and B can switch one another. So the first page simply just actives the 2nd page which is the idle switch. And the 3rd page is the switch when timer is going on. You want screenshots of 53 & 54 events?
    Self-switch A has absolutely no sensible function in your event above - it can only cause confusion but never help, that's why you're asked to get rid of page 1 and all references to self-switch A.
    You don't need two self-switches to switch between two event pages, one self-switch alone can do that, especially in a case like you have above.


    and yes, we need the screenshots of the other events, because even with the confusion of switch A the event above will correctly reset as many times as you wish - if something blocks the reset, then it is in those other events.
  7. Yes, my friend, I'll gladly follow your advice.

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    I didn't know how to break the loop inside it, that's why I had to turn off the whole event instead.
  8. You didn't try my suggestion. It's a lot of text to read, so here ...

    This is the ONLY event you need. Two pages. That's it.

    timerevent1_zps5201bed4.png

    timerevent2_zpsb4dab692.png

    The custom move route on the second page is this:

    Code:
    Play SE: 'Blow1', 25, 125Wait: 120 frame(s)
    Repeat Action is checked.
  9. You never turn off Switch 54 so it'll just keep looping and likely turn off Switch 53 and the timer as soon as it's turned on.

    You could likely condense this all into 2 pages on the switch object itself, like how Shaz described.
  10. Shaz, I'm trying your suggestion as we speak. Give me a few minutes and I'll report back. 

    Edit: But I don't understand how page 1 is going to be reactivated after the timer goes to 0. You need to get to a door while the timer is on or the door shuts. So the player can retry again. Or should I just do it on page 2 with changing graphic of the switch?

    That's what I don't understand.
  11. If there is no condition, it will be activated.


    The second page is conditioned by self switch B. When self switch B is on, the second page will be active. When self switch B is off, the first page will be active because it has no conditions. Think about what you originally had ... page 1 with the autorun trigger. That had no conditions. How did THAT page get activated? It's not the trigger - the page has to be active before it even checks the trigger. It was active because it had no conditions. The trigger just made it run automatically rather than waiting for the player to interact with it.


    None of this has anything to do with a door being open or closed. That's another thing you left out.


    In that case, don't use self switch B - use a real switch instead. Wherever I've used self switch B in my images, use the other switch instead (so turn on, turn off, and condition on second page).


    Then you can have two pages on the door event. The first page will be a closed door. The second page will be the opened door with the transfer command, and will be conditioned by the same switch.


    Not sure how you're going to work this if the player DOES get through the door in time though - they'll be on another map then, and the parallel process checking for the timer won't run anymore. Maybe immediately before or after the transfer command, also add commands to stop the timer and turn the switch off, so it'll happen as you leave the room.
  12. I'm almost there. I've condensed everything into 2 pages. Have only A switch on the second page but since it is a parallel process, it keeps looping the commands. And I don't want to use the "Wait" frame command since the player can access the menu and skip frames there.

    I'll be back once I get it done (if I can).
  13. OK I fixed it. Only problem now is the sound fades away when playing as Autonomous Movement whenever the player goes far away from the event. After doing some research, it seems like parallel process always repeats itself unless deactivated, so I HAD TO make a 3rd page (switch B ). Everything is working so far. I'll post screenshots if you guys want in any case.

    Thanks a lot.

    Edit: Fixed the sound as well. Just playing SE in the command rather than in the autonomous movement.

    Sorry for double posting
  14. nasgath, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.