Another Question i have (Yoda)
When i enter a map after a specific event the npc's should be placed differently, but when i call the change position when the player enters he sees the npc's near the map entrance disapear.
Atm i make a manual screen fadeout before entering the map and a fadein when every npc is at his place. but then you recognize they notable longer blackscreen than the normal transition.
Is there a cleaner workaround with less lag (or something i don't have to override the default map transition)
Repositioning of events when map enter.
● ARCHIVED · READ-ONLY
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Delete the events from their original location and put them directly in their new locations via a new event, when the trigger occurs on the other map.
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how can i delete events from another map?
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You will need to store the position in two variables and then have an auto-run event change the event's position.
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Your 'change event location' command is obviously running in an autorun event. These do not start until AFTER the map has loaded, therefore the player can see everything that happens.
If you want things to happen BEFORE the player can see the map, put them in a parallel process event instead. If it's part of a cutscene, split it - a parallel process event for the things that must happen without the player seeing them, and autorun for the stuff that must happen in sequence after the screen becomes visible.
If you want to not worry about events moving other events at all, you can use my Remember Event Position script. -
thanks that looks like it's doing what i want (just saw you also added the event solution, will used that for what i have so far and the script solution for every new map)