I have a dream sequence in my game. It triggers randomly when player goes to sleep.
It works like this:
going to sleep event:
- [part 1 of sleep event]
- calling "new day" common event
- new day common event changes the day, etc. and calls the "dream or not" common event
- "dream or not" common event triggers the dream or not.
- [part 2 of sleep event]
- dream activates or not
I would like the last two steps to switch places. Basically to put the [part 2 of sleep event] on hold until after the dream sequence. Right now it goes to the dream. It fades out, fades in in a new location, but first thing that happens is a few dialogues from the sleep event.
Is there an easy way to do that?
Putting an event on hold?
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I can't say that I know the whole problem from this, but whenever I have a running order problem, I tend to put a switch or variable at the very end of whatever activates first, and make that switch/variable a requirement for the second part to activate.
But again, it can depend on how you're handling it all. -
@ZephyrAM I would do it that way, too.
So I would change it like this:
-[part 1 of sleep event]
-calling "new day" commun event
-calls the dream or not event
- a requirement branche with a switch "dream activated"
- [part 2 of seep event]
-else
-wake up
You need to activate the switch beforehand on your normal event (not the commu event) that triggers the commun event and decides if you dream or not. -
Thanks for the ideas, guys. In the end, I went with a different approach. Since there's 3 location where player can sleep in my game, I just made a "waking up" common event that, depending on the "where player went to sleep" variable, gives 3 waking up outcomes in 3 different spots. The event is called either right after the dream doesn't occur or at the end of the dream sequence.