Moving events and event priorities

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Started by Silent Darkness 18 posts View original ↗
  1. I have an event that is activated by another event touching it. However, despite the priority being set to "Below Characters", neither the player character, nor another moving event can walk onto the event and activate it. I know it isn't activating, because it is supposed to make the moving event become transparent when activated.

    Er, scratch that. It seems that only one side of the event, the west-facing side, blocks events/the player. This is odd. Also, the tiles underneath are indeed passable normally.

    Not exactly sure how to fix this one, so ideas would be appreciated.
  2. Post a screenshot of the event, and list any scripts you've added - because in default, events cannot trigger other events, you need to use a workaround for that - and we need to know which workaround you used before we can even guess what went wrong...
  3. There's a workaround? Oh goodie.

    More likely than not, I used no such workaround.

    Why is it that it blocks the player from one side, however?

    bOavLrz.jpg

    The trigger event is highlighted.
  4. I wanted to see your event pages, not your map.


    And you have to have used a workaround, because events CANNOT trigger other events, the trigger "event touch" means that the (moving) event touches the player - NOT other events. There is absolutely no way an event can activate another event by touching in default.
  5. Oh. Whoops.

    w7abVWL.jpg

    dmcgiZj.jpg
  6. Why are you even using a second event? If you know when the moving event will get there (via move route), why not just disable the switch right there?
  7. Tommy Gun said:
    Why are you even using a second event? If you know when the moving event will get there (via move route), why not just disable the switch right there?
    Because the move route is not under a wait command. Wouldn't the switch disable instantly, unless I started screwing around with wait commands? And no, I don't know when. I have the vaguest idea, but by no means an exact idea.
  8. why do you have the event on trigger "event touch"? It isn't moving, and as I said above "event touch" is supposed to trigger when the event moves on the player.


    Make it triggered by "player touch" if you want it triggered when the player moves on the event.
  9. Andar said:
    why do you have the event on trigger "event touch"? It isn't moving, and as I said above "event touch" is supposed to trigger when the event moves on the player.

    Make it triggered by "player touch" if you want it triggered when the player moves on the event.
    *sigh*

    I know that putting it on Player Touch will make it be active when the player walks on it. What I was wondering is, why is it that if I try to walk onto it from the left side, it blocks me, while I can easily walk on it from the bottom or top side.
  10. Silent Darkness said:
    I know that putting it on Player Touch will make it be active when the player walks on it. What I was wondering is, why is it that if I try to walk onto it from the left side, it blocks me, while I can easily walk on it from the bottom or top side.
    What are the directional passabilities for the tiles around the event?
    Did you mix some tiles from A4 (level-2-simulation-tiles) into that area?


    The event itself has nothing to do with the direction...
  11. Well, I wasn't having this situation when there was no event on that tile. It's very odd.
  12. Very strange. You've confirmed this by moving the event out of the way and trying to stand there? It shouldn't be blocking you at all considering it's already set as "below characters"
  13. Yep. Is this a bug, perhaps?
  14. Try remaking the event from scratch (the one that blocks your movement) and test that out. There shouldn't be a bug like that in regards to the engine, 99.99% of the time it's human oversight.
  15. Huh.

    Couldn't replicate this on a different tile. Thing is, the tileset is configured correctly, circles where they should be.

    Also, I do need the moving event to end up on a trigger panel. Because while the moving event is moving, I want the player to be able to move. And wait commands keep the player from moving.
  16. Silent Darkness said:
    Because the move route is not under a wait command. Wouldn't the switch disable instantly, unless I started screwing around with wait commands? And no, I don't know when. I have the vaguest idea, but by no means an exact idea.
    But you can change switches WITHIN move routes. Have you tried that?
  17. Tommy Gun said:
    But you can change switches WITHIN move routes. Have you tried that?
    Okay, yep that fixed it.

    Oh good, autorun event isn't triggering for some reason.
  18. Different issue. Different thread.


    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.