Switches, Common Events, and the Door That Won't Close

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Started by Sausage_Boi 11 posts View original ↗
  1. In my game I have a "switch puzzle." You pull two switches to unlock a door, and run over in time limit,  to retrieve treasure/whatever. 
    I had it operating just fine, pull the switches, door opens, timer out, door closes. I am not sure what I added to it last night, but now I can not for the life of me get the door to close after the timer runs out. Below are screen caps of 1) the switch(es) event, 2)The common event, 3) the door event page for the open position.

    Any help would be greatly appreciated, as I have lost a lot of hair to this conundrum...

    Spoiler
    image.png
    image.png

    image.png
  2. Never mind.
  3. We'll need to see the rest of the pages and the common event to get a full picture of the problem. The bottoms of the pages are important as well (the info for autorun, or parallel process, etc etc).
  4. Full size:

    Spoiler
    image.png

    image.png

    image.png

    The switch page is identical on page 2 except for  'Self Switch A= Off'
  5. On the switch page, is the second page's condition set to "Self-Switch A"? Can we see page 2?
  6. image.png

    As an aside, is there any way to keep the player from spamming one switch until the door opens? I.e. "Lock" the switch until it's twin has been activated?
  7. Yes. The second page should be nothing but the image of the switch in the off position. There should be no commands in it. This way, page 1, they activate the switch, it adds 1 to the variable, and it is done. They cannot interact with it anymore.

    Okay, next what is the first page of event 1 (in other words, what is that event supposed to be doing) and also, what does the common event 1 look like?
  8. Crap. Sorry, I thought I had all the events pic'd. I am kind of tired, i should probably nap. Anyways:

    This is the common event:

    Spoiler
    image.png

    The first page of event 01 is a door. It has no events, page 2 is same event with no door graphic and it's activated by Switch A (not self switch, just regular).

    Thanks for your patience, and help, btw!
  9. I'd do something like this:

    Switch_A set to ON if "Switch A is active"

    Switch_B set to ON if "Switch B is active"

    Have the Common event require Switch_A and Switch_B ON and confirm the Timer is not 0

    Both Switch Events call the new Common Event

    Also have a Parallel Process Common Event which checks the Timer, as long as, say, Switch_Puzzle is ON.  If the timer reaches 0, set Switch_A and Switch_B to OFF and reset the switch Events to their "Off" state.  If the condition is FALSE, Wait 60 frames.

    That's assuming you want the Timer to in effect force the Switches back OFF.
  10. Okay, as far as the switches go, I think I would simplify like this:

    eventhelp1.png

    eventhelp2.png

    This eliminates the need for the common event and the door will still be activated by Switch 1. Just copy this event for the second switch.

    As far as the door opening and closing, are you just using the no graphic page as the door open? Also, will the door transport you somewhere? (Asking so I or others can deecide how to best handle the door event.)
  11. No, not going to transfer. I just want it to open into a small room. If the timer runs out while you are in the room, you are to activate a computer anyways, so I was just going to have it use the same switches as the event to reopen the door and let the player out.

    EDIT: I Followed your event scheme, and it did nothing for me. So I ended up just copying the map, wiping off all the events, and starting fresh. I did your scheme again, with some minor modifications, and now it works perfectly, 100% A-Ok! Thanks for the help, I really appreciate it!