Auto events that are linked happen at different times?

DSPG

Villager
Member
Joined
Oct 27, 2015
Messages
11
Reaction score
2
First Language
English
Hi everyone, I got MV at launch and have taken the time to play and learn. Now I am starting my first project, and am having trouble in a cut scene where a player joins the group after they take on a job from a guild. The event has the new player walking up to the party after being summoned then disappears into the group.


However his script is running before the other auto run event which is the group walking to the guild master to get the job making it disappear from the screen making the scene very akward. 


I made a work around where I made it a player interaction with the new party in talking to him will get him to join after he walks beside you, but would like it to happen automatically. 


My question is is there a way to have his auto event happen after the scene as his auto event is just made to drop his Sprite from the screen and give control to the player after the scene ends, yet introduce the Sprite to the player. 


Hope I gave enough information for all of you. Thank you for taking the time to read and help. 
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,675
First Language
German
Primarily Uses
RMMV
There is a reason why we also advice to never spread control of a single cutscene over different events - you need ONE autorun controlling everything.


You can follow the link to "bughunting" in my signature to read more about this.


But basically, the solution is to place everything in a single autorun in exactly the sequence you want.


If you want more help with that, we need screenshots of that autorun event that controls everything.
 

Wavelength

MSD Strong
Global Mod
Joined
Jul 22, 2014
Messages
5,624
Reaction score
5,104
First Language
English
Primarily Uses
RMVXA
If you need two "automatic" events to run their event processing at the same time, use the Parallel Process trigger, rather than Autorun.  Autorun will stop all other events from running once it begins - including other Autoruns.


In the case of controlling player/event movement, I agree with @Andar that it is generally better to have one single Autorun (or PP) event using Set Move Route commands to force the other events to move.  If you want the two (or more) other events to move around at the same time, do not choose the 'Wait for Completion' option on any of the routes except the last (which should also be the longest; otherwise some weird timing will ensue).
 

DSPG

Villager
Member
Joined
Oct 27, 2015
Messages
11
Reaction score
2
First Language
English
Ok. I can't get a screen shot at the moment as I am with my son who is grounded from video games at the moment but I think I understand what you are saying. 


I will give this a try tonight. Thank you everyone. 


Edit: Fixed the issue. I had the auto run event at the bottom of the map in the black spot where I had the other on the Sprite. It seems that MV will do the items at the top first in an auto run event and work its way to the bottom of the map. Moving the event up to the top fixed the issue. 
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,864
Messages
1,017,056
Members
137,573
Latest member
nikisknight
Top