Turning on stepping animation without set move route?

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Started by chaosvine 4 posts View original ↗
  1. Here is what I am trying to do:



    The reason I am trying to do this is, I am using Victor Sant's custom scripts to give longer animations and an idle animation. That's not the part I need help with though as I have figured out how to use his scripts. I just need help activating them correctly through the event system.

    So to activate the script's idle animation I need to turn on the "stepping animation". I've found this is normally done through set move route. But, I'm trying to do this as a parallel process common event so as to not have a ton of these regular events cluttering up my map. And also I want the animation to only activate after a certain period of idle time.

    So what I am doing is checking the player's x and y position and then checking it again after a period of time to see if they have moved and if they haven't then attempting to activate the animation by turning on stepping animation.

    Problem is I think the parallel process and set move route are interfering with each other some how. So I need some help figuring out how to make this work for my purposes. Any ideas?
  2. no, the problem is in your control variables logic and how the waits work.


    Make a conditional branch on a new switch "test for idle".


    If the switch is OFF, then save in the first set of variables and turn the switch ON (this will prevent the first coordinates from being overridden whenever the event is executed on parallel).


    If the switch is ON, check new coordinates versus old coordinates, set stepping is neccessary (unchanged) or turn off the switch (if new position needs to be stored)
  3. You mean on a new common event page or the same one? Sorry I'm a little new to the event system bare with me.
  4. I tried this:



    I think I am misunderstanding what you are saying in the above post.