How to make an event triggr when next to another event?

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Started by The Prince of Sarcasm 19 posts View original ↗
  1. Just what the title says.
  2. you don't.


    Events can never trigger other events - and in most cases that is NOT neccessary either, because in most cases there is no need for an event to trigger another event, because with correct eventing, you have one controlling event that controls both the event you want to trigger something, and the event you want to be triggered by another event - so there is no need for an event-to-event trigger.


    Please give us more details of what you want to do, and then we can show you how it is done correctly (whitout any need of triggering).


    There are a very few cases in which such a trigger cannot be handled by a controlling event - in that case you'll need a parallel process check for both events. However, you should always try controlling event first, because too many parallel processes cause lag.
  3. Take the blue pill and you will understand more about events


    This will help explain some tips and tricks about event management.


    it goes over:


    -You only ever need one event issuing commands in a cutscene.


    -You can reuse blank events to represent as many NPCs as you want as long as they don’t appear at the same time.
  4. I have a mini game in my game, where you roll rocks to hit a chicken. When you prees the action button on a rock it will foll to the end of the map the turn transparent on the roll back to the starting position. The chicken is moving and i want you to be able to win when the rock hits the chicken.
  5. See now you are being descriptive and telling us what you want, you should have said so in the first place, your title can mean 20 different things.
  6. Is the chicken's movement random?


    If yes, then you need a parallel process checking the position of the rock event and comparing it with the position of the chicken event.


    Depending on the number of rocks and chickens that will need either a lot of variables or some tricky looping in the parallel process
  7.  I wan't the chicken only to be "hit" when the rock event is right next to it. Is there a conditional branch that checks the positon of certain events? I also wanted to use this type of trigger in other circumstances.

    Ther is only one chicken and his movement is set by a custom move route. There are only four rocks.
  8. Well have your events track their positions using a couple of variables each and then have looping event check if those variable equal a winning condition using math and conditional branches.
  9. is ther a way to make a varieable equal an even's location?
  10. no but you can set a variable to it's X and another to it's Y, click on the event and in the bottom right it will show it's starting position, then update those variables every time it moves. 
  11. how would I update them every time it move. Forgive me though if I am being dumb and this is actually simple.
  12. Something like this might work.

    Rock Variables.png
  13. ok I get that, but how would that work when I need the rock to turn invisible, then come back and re-appear. Sorry if i'm making a ton of trouble for you.
  14. Good point, this if you can just have it Instantly Pop back over.

    Rock Variables2.png
  15. I don't quite get what this is doing.
  16. It's saying when the Rock reaches the end of where I want it to be it "teleports" back where it started and turns off the Rolling Page.

    you have to define where you want it to be
  17. ok. I found out that I can control variables to equal events x, or y. i'm going to try something.
  18. hmmm I didn't ever use that before, I kinda forgot about it, but the rest of the event I wrote would work still.
  19. I fiddle around and got it to work. The event will trigger when event 1's x is next to event 2's y. IT works. So after putting you through the runaround I solved it myself. Though thanks anyways you got my brain running again.