- Joined
- Nov 22, 2014
- Messages
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hello again fellow, sorry to bother you so much...
I use this Event Fine Tuning Script to ... well.. tune some events, like set an offset for a large gate to put it in the middle.
and here is the problem with this offset: if you teleport from another map to one with events that have offsets, the repositioning of that event is visible... which should not be because it looks weird while gaming.
I made a gif to see exactly what I mean: GIF here!
I tried a workaround with a wait command after the teleports post_transfer method...
I tried, somehow no wait command works...
what should I do to solve the problem so the repositioning isn't visible for the player??
I use this Event Fine Tuning Script to ... well.. tune some events, like set an offset for a large gate to put it in the middle.
and here is the problem with this offset: if you teleport from another map to one with events that have offsets, the repositioning of that event is visible... which should not be because it looks weird while gaming.
I made a gif to see exactly what I mean: GIF here!
I tried a workaround with a wait command after the teleports post_transfer method...
I tried, somehow no wait command works...
these wait commands...
Wait(n)# From a move route or something like that, you'd need the following:SceneManager.scene.wait(x)#The following should work as well from anywhere.x.times { Fiber.yield }
Wait(n)# From a move route or something like that, you'd need the following:SceneManager.scene.wait(x)#The following should work as well from anywhere.x.times { Fiber.yield }
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