I want to run an event where an NPC appears at the door when a certain switch is triggered, walks across the room, then de-spawns. After de-spawning I need the event to be ready again to repeat when the same switch is triggered again. Right now I have it set up as a parallel event but the NPC repeats their movement after running their script. I can get the effect I want if I use a self switch after the movement route to turn off the parallel event but how do I reset the self switch so the event is prepped for being ran again?
How do I end a parallel event?
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show us a screenshot of your event, and tell us exactly when you want to run it and when not.
I think you made several mistakes in your event (based on what I understand of your partial description) and we need to know what you intent to do before we can tell you what the best solution would be. -
You can do it with a self-switch or a standard switch triggered ON outside (another event) and OFF inside (at the end of the parallel event).
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You can do it with an Autorun instead of parallel (you want the event to happen when you enter the map right?)
- Set a variable to +1 or a switch to ON when the event ends.
- 2nd page as blank or npc or anything else you want after the event ends that uses this variable/switch.
- Make another event that resets this switch/variable to make the event re-trigger.
You set the condition for this reset to happen, be it exiting the map or anything else. -
Thanks, I wasn't thinking about using another event in tandem with it. And I was going to upload screenshots of the event but it was rather convoluted and lengthy. I was just curious if there was a simple command that could be used to reset an event back to its start without having to change maps.
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I wouldn't do it with either an autorun or a parallel event, if the map where you're turning the switch on is the same map where the event is, and you want the player to have to watch while it appears, crosses and disappears.
Just put a Set Move Route to give it a sprite, move it, and clear the sprite, then a Set Event Location to put it back where it started, instead of turning the switch on. -
Originally what I was intending to do was basically create an Oblivion/Skyrim like shop keeper system using modhunters timesystem plugin where at 9am the shop owner (event a) appears at the door, walks to the counter and despawns (flips the switch for event b to appear) to spawn the actual shop keeper event that sells items. Then... at 6pm the shop keeper (event b) would despawn while event c spawns right on top of it then walks from the counter to the door and depawns.
The trick to the whole thing was getting this all to work while never leaving the same map. >.<
I almost had it working but to be honest I kinda gave up for now. Still a bit noobly and I need to work through more basic tutorials. -
@Snarkyfork your problem here is that you try to give control from one event to the next by switches and multiple parallel processes. That is always a very bad idea.
This is similiar to a cutscene, which means that you need ONE controlling event that controls everything.
all other events in a cutscene should be nothing but placeholders that have no content at all.
The only difference is that the shop event should contain the shop processing command for you, but all movement needs to be remotely controlled by the single controlling event.
That events gives the commands to move the shopkeeper from door to shop at the correct time and switches event pages according to needs.