I'm trying to make a scene where the main character is bumped into, and finds afterwards that he's missing a key item. I already know the gist of the action, have the guy run up, bump into the main character (Adding a slight screen shake and a sound effect.) And then have him leave. I just can't get him to leave correctly, and getting him to move towards the main character is proving tricky, too...
Theft scene?
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please post screenshots of your event pages, we can't help you without knowing what you did.
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depends on how the area was made you may required some kind of path finding script for npc to go to hero and leave the area.
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I just need him to get to the main character, casually bump into him (with an apology), and leave in the same direction he was facing....
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You can make a trick as an easy solution, involving an Autorun event that in the end will change event page to an empty parallel proccess.
Create a narrow path to the map, (Two tiles wide ) that there will be two NPCs standing. on one column.
It will be like two irrelelvant NPCs are on tiles 4 and 6 working as obstacles. (Real obstacles do the job too but NPCs make it a little more natural to happen.)
[1] [2]
[3] [4]
[5] [6]
[7] [8]
[9] [0]
So the user must pass through 3 and 5... then the NPC you wanna accidentaly bump with your character, comes from above and hits the targen when the character steps on tile 5....(tile 5 has the autorun event )
...sending your hero to tile 9, then leaves using 7,8,0 route, then the player takes back control. -
I have another suggestion:
Have the content activate a control self switch ON upon event touch, and move the set move route commands and the message to the second page.
On that second page, have no autonomous movement, and set the self-switch off after the commands are executed.
In my experience, you should never mix autonomous movement and set move route at the same time, especially not if both go over several frames (time). You can easily reach an undefined position and status that way, because no one can tell in which order which move command would execute. -
Huh?I have another suggestion:
Have the content activate a control self switch ON upon event touch, and move the set move route commands and the message to the second page.
On that second page, have no autonomous movement, and set the self-switch off after the commands are executed.
In my experience, you should never mix autonomous movement and set move route at the same time, especially not if both go over several frames (time). You can easily reach an undefined position and status that way, because no one can tell in which order which move command would execute. -
This can definitely be solved.
Could you give me a bit more detail on exactly what is going wrong when you try to have him move towards the main character, as well as what is going wrong when you try to make him leave?
If he's running into objects and stopping, you're probably best off giving him the "Through" property unless you want to script the whole scene (so that you can know where both the player and thief will be at any given time). If he doesn't seem to be appearing at all, or the game freezes after he tries to leave, he may be too far offscreen at some point. If he simply doesn't seem to be moving precisely where you want him to, there are ways to fix this too but they're a bit more complicated. -
It's complicated. If he's near a bush, he ends up running into that bush, then the game freezes. I'm gonna try something...
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Yeah, either control his movement entirely so he'll never hit the bush, or just give him the Through property so he can walk "over" the bush.
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I did it. I put some crates (that the town handyman had to unload into adjacent buildings) in the way of other passages, ensuring that player walks straight down the center and steps on the event which calls the thief. He walks up, bumps into you and says "excuse me," then walks offscreen and disappears, only to reappear behind a tree for the player to find him after the main character notices the important item had been stolen (Which, by the way, happens in the sole store in town, when he picks up another item and, while putting it away, notices his important item is gone.)
This thread can be locked now. -
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