Make an event only happen once?

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Started by bomblord 7 posts View original ↗
  1. It was hard to describe exactly what I'm looking for in the title. It sounds like I'm asking a fairly noobish questions but I'm aware of how to make an event turn on a switch when it is done and dissapear.

    What I want is for an event to happen on a parallel process and if the player leaves the map (from multiple possible exits) and returns without watching the event in its entirety that the event will be gone.

    More specifically I have a character leaving his room and when he leaves his room an event is set to walk out of the adjacent room and walk towards the stairs. When the event hits the stairs he disappears. That's normal and it works fine if the player waits for him to finish.


    captured4p93.png

    However the player can freely move throughout this. If the player leaves the area and returns if the event has not hit the stairs the event replays from the beginning. I don't want that to happen as it looks weird and breaks immersion.

    I guess it would be possible to put an event at each exit to turn off the moving event but that can get real tedious as I want to make it possible to follow this event all the way through the building.
  2. you have no choice but to use switches or variables on each exit to turn off the event on this map - events can never leave the map, you can only switch them off on one map and activate a different event that only pretends to be the same NPC on a different map.


    Most effective (if it goes over several maps) would probably to use a variable, not a switch, and count up (conditionally, or it would repeat counting up) on each map to activate the next event on the next map.
  3. That's what I was afraid of thanks.
  4. Hmm... You could make the event change a self-switch after the first step, then continue. And while on the second page compare its position with the original one, so if it is ever back there due to a map change it'd turn on a second self-switch to disappear.


    No idea if it'd work though, didn't test, just thought of it while reading your question. It could be that turning on the self-switch would cancel the rest of the event from happening...
  5. Waterguy said:
    Hmm... You could make the event change a self-switch after the first step, then continue. And while on the second page compare its position with the original one, so if it is ever back there due to a map change it'd turn on a second self-switch to disappear.


    No idea if it'd work though, didn't test, just thought of it while reading your question. It could be that turning on the self-switch would cancel the rest of the event from happening...


    Yea that's the issue I ran into. Anything that ran at the beginning would just swap it to whatever page I had set to make it disappear.
  6. No, self-switches are the wrong way to go here for a lot of reasons - use either regular switches (which would use up a lot of them) or a single variable like I said above
  7. Just get into using switches. Remember I thought of 'em as a hassle back in the day, but they actually make wonders. Patience, a key quality in game development