Actor cannot move

Kreider16

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Hey guys, I have searched the forums here and cannot find an answer to my specific problem. I have a city map that has some people that walk around while you are on the map. They are all set to parallel process and when you first enter the map a small event autoruns and ends after a few seconds. Once the auto event ends you are supposed to move around. I have removed all of the NPCs on the map and the character is able to move around. What is going on with the NPCs that is causing them to prevent the player from moving? Just for reference I attached a screenshot, although there is nothing much going on with the event.

Capture.PNG
 
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Andar

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that is the worst type of event you can make: an empty parallel process will allways create a lot of lag for nothing, because it will still be processed sixty times per second.


rule number one: use parallel processes only where absolutely neccessary - most maps can be done without parallel processes, and even a complex map should not have more than one or two continuing (not switched-off) parallels.


Most parallel processes should be switched off as soon as they've done their work.
 

Kreider16

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Ok I misunderstood what parallel process actually does. Should I have them set as Autorun or something else?
 

Andar

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action trigger, the default - autorun will also be processed sixty times (like a parallel process), but also disable all your controls in addition to that.


I suggest you follow the link to the starting point in my signature and work through the tutorials there - most were written for Ace, but on the event level Ace and MV are almost identical (the few differences like four or six options in show choices don't matter)
 

GoodSelf

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You should be able to set them to Action Button and the event will still move around according to its move route, if I'm not mistaken 
 

bgillisp

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No. You want Action Button. If you did Autorun, the player will never be able to move. Here is a short summary of each type, with my opinion of where each is best used (based on working in the engine for a couple years now):


Autorun: Runs automatically, freezes almost all other processing while it is running. Used best for cutscenes and areas where you don't want the player to move.


Parallel Process: Runs at the same time as everything else, but loops every frame. Best *only* used for complex events that need to check something every second, and even then only with a wait command in it to reduce lag. I personally only use them for tinting events when the party first enters the map, then call erase event at the end so it no longer loops.


Action Button: Stuff in the event command only runs when the player walks up to it and hits the action button. Most commonly used version.


Player Touch: Stuff runs when the player is standing on the event. Best used for stationary events that should trigger something if the player steps here.


Might want to work through the tutorials in Andar's signature, it will give you a better overview of what all these events do.
 
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Kreider16

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Yes, Action Button worked fine. Guess I need to revisit the tutorials and freshen up on things. Thank you everyone.
 

rambamboo

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I'm still new to RMMV but I just finished my first complete game. When I was learning the basics on using RMMV I watched RPGDon's RMMV tutorial series where he walks you through the basics. https://www.youtube.com/playlist?list=PLG8HqyYRzk4e_TqRpp6TGonh8q6wVhjLn


Just follow along with what he does in a test game and you'll pick up most things quickly.


Other Youtube channels that I look to for basic help/tutorials are Echo607 and Driftwood Gaming. :)  
 

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