Greetings everyone,
I've got following issue at hand. I want to make an event in which my PC gets chased around by a rat until he finally manages to save himself in a house. I've got a rough idea how to event the chase but my issue lies within forcing the PC to enter the door event. To try this I put the Quick Event: Door down. Afterwards I made an event infront of the Door event, that makes the PC go one step up, theoretically right on the Door event. But my PC doesnt go up and the game freezes, as if the Door event isn't passable, althought I can use it during ingame testing just fine.
I hope you can help me.
Thanks and greetings
Amplifaè
PS: I also hope there wasn't a similar topic which slipped my search earlier.
Making a PC use a door event
● ARCHIVED · READ-ONLY
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Well the door shouldn't be passable normally. If you look at the quick event of the door, at the bottom it should say "same as characters" which means it's not passable. Try to put a "Through ON" into your move sequence right before you move up to see if that solves the problem.
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What you need is a switch which keeps track of when you want the player "forced" through the door.
Then you need to decide how to get him to the door. (Hard part.)
Then you need to Copy the events from a quick event door into a "cut scene" conditional on the player standing in front of the door and the switch being on.
Easiest way is to wait until the player runs onto the tile in front of the door.
Have the tile blink or something when the condition is satisfied so they know where to go.
Have the event there in front of the door have three pages.
First page blank.
Second page conditonal to switch - graphic blinking.
Third page player touch - door event. -
You can do it all in a single event. On whatever event you've got that makes the NPC move, do something like this:
Code:And there you have it. PC walks up to the door, door opens, PC goes through and gets transferred to another room.Set Move Route: Player - move to tile below door and face door. Wait for completion.Set Move Route: Door - play SE, turn left, wait, turn right, wait, turn up (just the same as a door quick event does, but you're using the door event and not "this event". Wait for completionSet Move Route: Player - Through ON, move up, wait X frames. Through OFF. Wait for completion.Transfer Player -
I have always found it difficult to move a player from an unknown location.
How do you set up a move route from Heaven Knows where to a specfic location, avoiding enemies in the way, etc?
I mean, you can just say (go down until you can't anymore) (go left or right until you hit the right spot)
But all kinds of problems pop up. Don't they?
Unless you are eventing the entire chase scene - then it is a whole 'nuther matter.
But I had the impression the enemy was chasing the player as a playable character at the beginning. -
Yeah, I was making the assumption that they were eventing the whole cutscene (based on the phrase "I have an idea of how to event the chase"). Because if they weren't, it'd be a simple door quick event that would react to player touch.
But rereading the OP, yes, the player won't go through the door because the door is NOT passable. If you make a door quick event and take a look at it, you will see that it makes either the door or the player THROUGH before the player steps into the door. If you make the player THROUGH, just make sure you reverse it again afterwards, or you'll then be asking for help to figure out why your PC can walk through everything :) -
Alright! I got my chase scene finished. For my door issue I put my PC on "through" and unmarked the "wait until completion" option in the set movement-window, like you suggested.
Thank you all :) -
I didn't say to UNmark any of the "wait until completion" options. They should all be checked/on.
This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you. -
reopened at OP request
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Wait until Completion means the event will not move on and process the next command until all the steps in the move route have finished.
By UNchecking that box, you could end up with your PC walking into the door before it has opened, or if you also had the door closing animation, it could close while the PC is still walking into it. -
After asking for the topic to be reopened I remebered that you posted a little script as an answer to my opening question.
It's good to know that i can use a door sprite like this too. I want to tahnk you for this. Thanks.You can do it all in a single event. On whatever event you've got that makes the NPC move, do something like this:
Set Move Route: Player - move to tile below door and face door. Wait for completion.
Set Move Route: Door - play SE, turn left, wait, turn right, wait, turn up (just the same as a door quick event does, but you're using the door event and not "this event". Wait for completion
Set Move Route: Player - Through ON, move up, wait X frames. Through OFF. Wait for completion.
Transfer PlayerAnd there you have it. PC walks up to the door, door opens, PC goes through and gets transferred to another room.
Sadly, I can not use it like this, because the PC is supposed to use this door more than once. So when I put....wait...I think I get your point. Let me try this.
Okay. So I could do it like this too. I still have to see how to change my chase scene, if I do it like this and if the scenes flow is not interrupted. I'll rewrite it later.
For my current chase scene I put the movement order for both PC and rat into the same event page (trigger: automatic) and unmarked "wait until completion" option for two reasons:
1. When I marked the "wait until completion" option my PC and rat ran separately. At least they would have, when...
2. the "wait until completion" option did not deactivate all other events, like the door - quick event. So my PC could not move up onto the door and my game stuck.
I currently make rat and PC follow a set movement route with my rat delayed by a few frames to make it not look like a party member. It works, but truth to be told it feels unpleasant. Well, the way I programmed it I mean.
Is there another way to make it work? If you want I could post a video of the chase and a few screenshot on how I wrote the event. -
That is the correct use of when you need to uncheck the wait for completion - but you shouldn't do the same on the door, and that is what Shaz was referring to.For my current chase scene I put the movement order for both PC and rat into the same event page (trigger: automatic) and unmarked "wait until completion" option for two reasons:
1. When I marked the "wait until completion" option my PC and rat ran separately. At least they would have, when...
You cannot assume that everything needs the same settings - if that were the case, there would be no need to make a setting optional. -
put the player without wait until completion and the rat with?
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I think this is a misunderstanding. I don't assume everything needs the same setting. I understand why my current event works without waiting fpr completion and why Shaz' event needs it. Well, at least I think I understand it.
@Waterguy
I don't really understand your post. Is it a question or are you not sure about your answer?
Anyways, I'm still stuck with one issue. As I said the chase works fine but one point still bothers me. I make my PC shout for help while the rat is chasing him. The player confirms this text and the PC enters the door without a fuss. Now, when I just leave the text message without pressing enter (without confirming) the PC won't enter the door and just stop infront of it. So what I have been trying to do is to make the PC enter the door at the end of the chase even when the player hasn't confirmed the text message. I tried to put the message in another event set on parallel processing with trigger #4 to be set on but it was just the same as before.
Any ideas?
with thanks and kind regards
Amplifaè -
in the set move route event, there are boxes that set thigs about the ovement. one of them is "wait until completion" or something like that. mark it for the rat but not for the player's move command.
Or that's what I'd say if not for your messagebox thing. then try setting both for it unchecked. -
In the message, you could tell it NOT to wait for the player to close the message box.
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There is that option on VX Ace? Didn't know that. Can't find in in the Pt-Br version, at least.
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It's one of the text codes, you place that code at the end of the text message.There is that option on VX Ace? Didn't know that. Can't find in in the Pt-Br version, at least.
You can see all text codes if you hover the mouse pointer above the text input window until the tooltip is displayed. -
oh, you mean \^ ? I thought it was something like "do not make event wait for the messagebox to close", like in screen tints. No idea where I got the idea from.
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Isn't an important point to also insert a wait within the message display? Won't the message box just disappear before you get a chance to read it?
/me goes to check
Another option would be to choose to have the message scroll and then disappear. I have never tried that to see if the scroll completes before the message box closes.
/me will also check that.
But I can't help but feel we are not understanding the big picture of what is going on here - and coming up with a hodge-podge in stead of hitting the nail on the head. Maybe I just do not understand it al.
In any event I will check and be back in a minute.
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Yeah, definitely play test. The text window closes pretty quickly. You will either have to add a wait command before the close window command ot the text box, or you could choose the scrolling text instead of regular text, which will automatically release the character.
Here are the wait commands for one second and one quarter second:
