Eventing Question

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Started by Karkess 4 posts View original ↗
  1. As the title states I have an eventing question.

    Is there a way that is more efficient for controlling other sprites' movements than a series of switches? In the context of cutscenes sometimes you want characters to turn a certain way after something is said, or you want some movement occasionally through dialogue to prevent an unnatural static atmosphere to your cutscene. I'm a very new hobby-ist so I feel like there might be a way more efficient than using possibly a dozen switches in a sufficiently complex cutscene to add some life to your characters.

    Like some command to control other sprites from a singular one that most of your event is scripted off of, or something. I think you could cut down on switches using the 'wait' command to give it a less rigid feeling to the overall feeling, but I still think that in some cases you could end up with more than 10+ switches to make a simple scene feel alive. Thank you for your time and consideration =)
  2. Try the Eventcommmand "Set Movement Route" it can control the Movement of the Player, or any Event you want on the current Map.
  3. Thank you! Despite using that to control the event and the player many times I don't know why it didn't click in my head it could control other events, despite scrolling passed the options many times. I feel a bit silly now, but thank you very much =)
  4. There is a blog post showing how to use this method - it's called "Events Are Not NPCs".

    In fact, the way you've been doing it - using switches and (I assume) autorun or parallel process on multiple events - is probably the worst way to do it, because of the timing requirements, different triggers, different events needing to be activated at different times - prone to issues and we get a lot of requests for help because someone's done this and messed something up.