Screen tint in event vs. screen tint in parallel process

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Started by Woland 13 posts View original ↗
  1. I have a simple parallel event that governs the time of day tint on my town map:

    upload_2018-8-4_16-35-11.png

    This allows me to turn the night on in any of the buildings inside, but when the player comes out, it's night. Worked perfectly, until...

    I added a custom transition when the player goes to sleep. And it slowly fades to black. Except, once it is finished fading to black, the parallel process kicks in and makes it a day / evening / night again instead of black.

    How do I stop the process for just this one moment? I tried with switches, but if I add Page 2 to the parallel event and check the switch condition, it only cares about the second page, never going to page one. Even if I know the switch is off.

    Any ideas?
  2. then you did something wrong with either the second page or with the control switch command, because that is the correct way to switch off parallel processes.
    can you give us a screenshot of that second page and of the sleep event that controls the switch?
    Remember, you'll need to use a general switch for this as it's two different events, a self-switch is only for internal use in a single event.
  3. Actually, you never turn off the parallel process, so it is always going to be doing that. The only way I see to fix that is make the parallel process only run when a certain switch is on (one you set at the start of the game), and when you do the fade to black, turn on that switch first, do your custom tint, then when you want the other one to kick in, turn that switch back on.
  4. I know the difference between switches, thank you ;) Second page:

    upload_2018-8-4_17-14-29.png

    Common event that turns the switch on:
    upload_2018-8-4_17-15-10.png

    The special transition occurs only if the dream occurs. The common event itself works as intended.
  5. bgillisp said:
    Actually, you never turn off the parallel process, so it is always going to be doing that. The only way I see to fix that is make the parallel process only run when a certain switch is on (one you set at the start of the game), and when you do the fade to black, turn on that switch first, do your custom tint, then when you want the other one to kick in, turn that switch back on.

    Isn't that exactly what I'm doing, but just opposite? The only difference is I turn it off with a switch that's ON and you turn it off with a switch that's OFF, but require to check for the switch at the beginning of the game.
  6. Right but the difference is you only have one event page, which will only run when you tell it to (when that switch is ON). I use it a lot for enabling mini-games myself.
  7. 1) the second page should be action button, NOT parallel process, to reduce lag.
    2) in your common event, between switching the switch on and off, there is no "dream" - or is that 240 frame tintscreen the entire dream?
    because you have to turn off the switch only after the entire dream is finished, or the regular tintscreen would change the screen during the dream.
  8. 1) Action button or not, lag or not, it still doesn't solve the problem. The event doesn't go to page one.
    2) The dream follows, but is on a different map that isn't affected by the tint, so makes no difference whether I switch it off now or later, because the only part that is affected by the tint parallel event is the 240 frame tintstreen transition. No worries - no mistake here.

    @bgillisp will give it a try.
  9. wrong
    Woland said:
    I added a custom transition when the player goes to sleep. And it slowly fades to black. Except, once it is finished fading to black, the parallel process kicks in and makes it a day / evening / night again instead of black.

    How do I stop the process for just this one moment?

    Woland said:
    2) The dream follows, but is on a different map that isn't affected by the tint, so makes no difference whether I switch it off now or later, because the only part that is affected by the tint parallel event is the 240 frame tintstreen transition. No worries - no mistake here.

    if you want the dream on another map to not be affected by this maps parallel process, then the control switch off command needs to be the last command before the transfer.
    you have dozens of event commands between the switch off and the transfer - in fact the transfer command isn't even visible on your screenshot because it is much farther down.
    and that number of commands gives the time for the other parallel process to run after you switched it on again but before you transfer the player. exactly as the error you describe farther above.

    so yes, your positioning of the switch off command is the error that causes your problems, exactly as I said above.
  10. @Andar , with all due respect, you're the one in the wrong. The switch on/off happend on day 3 the earliest, yet the parallel process stays in page 2 and never gets back to page 1 even on day 1, when the switch was never touched. Therefore, no matter where I switch it back off, it doesn't matter. The problem is in the parallel process, not in the event. But to humor you, I just did what you suggested and moved it to after the dream. Surprise - didn't work.

    @bgillisp Tried it. Behaves like the first page was behaving before, whether the switch is on or off.

    It feels like the parallel process just doesn't give a rat's ass what switches are on or off - it just executes the last page.
  11. That points to the fact that this switch is used somewhere else as well.
    You need to find out where else it is used and stop that double use.

    This could be either a forgotten event, or it could be a plugin that you haven't configured correctly.
    But somewhere else that switch is used and controlled or it wouldn't behave like you described.
  12. What Andar said. Parallel processes are like other events, they run if the conditions are met only. I've done exactly as I said to set up a parallel process for my mini-games, and they only run if the switch is on.

    Also it is possible you have the process located 2x on the map as well, which is another way it can occur.
  13. Ha, that was it. Not moments when the switch was on or off, not number of pages in the parallel process, nothing like that.
    It was Mog_TimeSystem plugin that was working and configured correctly, but uses like 20+ switches and a few months after installing it I caught up with the late switches assigned for the plugin.

    Thank you both for helping me troubleshoot this.

    Moral: when a plugin uses switches, name the switches right away, even if they're 20 switches away from what you're using :)