ok i am setting up an event where the player moves forward and sees some guards incoming and he will hide and the guards will walk up the path, then "standing in the same spot" will look around as if they heard a noise before continuing and disapearing out of the map... i got portions of it to work but not all ...
first off i put 6 graphics, "named guard 1-6" and then put a trigger event on the road that the player will guaranteed hit, the trigger event is operating all 6 of the guard graphics and the hide command, so i believe that is all correct ... this is how i have it set up
also this is set to PLAYER TOUCH
text: Quick hide!
set move route, player, to hiding position
set move route, guard 1
step up, up, up, up, up
set move route, guard 2
step up, up, up, up, up
all the way through guard 6
turn on self switch A
page 2, blank.. ending event
all 6 guards trigger their page 2 empty, to make them disapear...
playtesting, the event triggers, he yells hide, they move to the hiding position... good so far
but then the guards 1 and 2 walk up after each other seperately, then the event just locks up,
i cant move and the other guards dont move .. i want all the guards to walk up together not
individually, and i dont get why it is freezing the event like its set to autorun and not shut off or
something but its not, its on player touch...
suggestions??
setting an ambush?
● ARCHIVED · READ-ONLY
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In the move portion, make sure that it isn't set to "wait for completion"
Also, make sure there is no "impossible movement", or be sure to set it to "skip if cannot move" or 'through'. If a event can't move, and can't ignore the move, then it'll lock up. -
what do you mean by ignore impossible movement? where do i set that?
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If any event wants to move but can't, because there is something in front of it and the event that is moving is not set to "through" (that's the ignore impossible movement Levi ment), then it will freeze your game if the movement is set to wait for completion.
Also if you want to move a lot of events at the same time, make sure there is some space between them, or move them row by row.
Like if you have 6 guards, there are 2 rows of 3 guards each, move 1 row after the other, even if it looks a bit of, if you move them all at the same time it might throw them totally of timing, probably due to the order in which the events wre created.
I think the event with the lower event ID (as in created first) will have priority when moving. -
they should all be able to walk at the same time as the top row moves up 5 steps and the bottom row moves up 4 steps so they shouldnt
interfere with each other... -
Well aslong you don't try to move all at once, there shouldn't be any problem yup.