I am making a cutscene where there is a row of soldiers who march in lockstep towards a row of the enemy soldiers.
So far I have a text beginning the cutscene which triggers a switch to turn on. (Die rebels! forward march!)
The switch activates the NPC to move forward.
My problem is when the switch is turned on, only one NPC moves. The others do not move even though I copied and pasted the exact same commands.
I have tried using variables making another page in the event, making a second switch and the same problem comes up: only one npc moves.
Can the same event be used to move multiple NPCs at once?
Any help would be great. thanks.
How can I have several NPCs move together after a command?
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Typically, what you want to do to achieve multiple events moving at the same time is to identify which move route takes the longest to complete and set only that one to "Wait for Completion". Turn wait for completion off for all other move routes.
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My guess is that when you used "Set Movement Route..." you kept "Wait for completion" checked in the bottom left, so the other soldiers won't move until after that one moves. Also check to make sure the event page is set to trigger on the right thing (autorun, parallel, player touch, etc).
A screenshot of what you've done would help.
Edit: Frogboy beat me to it while I was typing haha -
I should probably add, make sure the move route that is marked Wait for Completion is the last one to start its execution so that all of the other events start moving without halting the others.
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I fixed it thanks guys. I think what happened is I had the wrong order for switches, and i didnt have autorun checked. Thanks!
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STOPI fixed it thanks guys. I think what happened is I had the wrong order for switches, and i didnt have autorun checked. Thanks!
NEVER, absolutely NEVER have a cutscene with multiple autoruns controlled by switches.
This will cause you timing problems and a lot of problems as soon as your cutscenes are getting more complex.
For every cutscene, you need one controlling event (which might or might not be autorun) that remotely controls all other events. Your NPC events should be placeholder that are set to action button and have absolutely no content and no autonomous movement.
If your soldiers have even a single line of event commands in their content area, then you're doing this wrong.
The set move route commands for all soldiers should be in the controlling event and remotely targeted on the placeholder events - you can target the set move route in the dropdown window top left. -
Thanks so much. You are absolutely right. I think I will have a dialogue box come up and the player has to press a button to close it will trigger the event instead of auto run. Now I need to figure out how to do that!STOP
NEVER, absolutely NEVER have a cutscene with multiple autoruns controlled by switches.
This will cause you timing problems and a lot of problems as soon as your cutscenes are getting more complex.
For every cutscene, you need one controlling event (which might or might not be autorun) that remotely controls all other events. Your NPC events should be placeholder that are set to action button and have absolutely no content and no autonomous movement.
If your soldiers have even a single line of event commands in their content area, then you're doing this wrong.
The set move route commands for all soldiers should be in the controlling event and remotely targeted on the placeholder events - you can target the set move route in the dropdown window top left. -
why using a dialogue if not needed?
I think you have several misconceptions about how to do things, and suggest you work through some tutorials to learn how its done best.
If you follow the link to the starting point in my signature, that will guide you to the most important tutorials.