Putting an event on hold?

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Started by Woland 4 posts View original ↗
  1. 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?
  2. 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.
  3. @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.
  4. 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.