Weird issue with player/event touch type events

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Started by NeoPGX 5 posts View original ↗
  1. So yeah I am making a game where you play as a giant and you can destroy entire towns just by walking over them. But there is a weird problem with some of the events.

    Basically I put up an event with a castle which is supposed to be activated on player touch.

    But when I load up the game, it would appear that parts of the castle are already destroyed.

    The event is specifically set to activate on touch and flip a self switch so the town appears to be destroyed.

    Why is this happening?

    Spoiler
    GTS_Attack.PNG
    GTS_Attack2.PNG
    GTS_Attack3.PNG
    GTS_Attack4.PNG
  2. The common event is in parallel or autorun?
    If its one or another you can check if its switch is already on?

    The second page of the castle event, what the configuration? Because events have their order from page right to left. So if the conditions lf page 2 is already fulfiled, then the game will execute that first.
  3. OK this is weird, the I could of sworn I set the self switch for the castle event. I basically just copy and pasted the event, only changing the event image.

    But yeah the problem is now corrected after setting a self switch.

    Even so, I don't think that should of happened anyway?

    Edit: Here is the 2nd page of the castle event

    Spoiler
    GTS_Attack5.PNG
  4. Yeah man, i know! Its happen a lot with me. Little details that make me nervous xD
    Glad that working now!!
  5. This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.