Change Autonomous Movement

Candacis

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Hey,

I was wondering, if there is a way to change in an event the autonomous movement. Meaning, I have an event that has the autonomous movement "random", but during a cutscene I want to change that to Fixed so that the npc doesn't wander around. Is there a way to do this?
 

Andar

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the easiest way would be to simply make several pages, one of them without random movement and conditioned to a cutscene switch.


Then activate the switch at the beginning of the cutscene.
 

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I know, that resulted in an event having 8 pages as of now and I was wondering if this is really the best way to do this.
 

Andar

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Most probably yes - by eventing alone there is no other option.


Theoretically you might consider to reprogram the move route by scripting (Tsukihime even has an event wrapper script that allows you to create new events by scripting, setting everything by script commands), but the move routes are not simple settings - they are sequences of commands.


I don't know if they're implemented by array (probably) or some other means, but to change that info requires more than a few lines of scripts.


It might be possible to only switch netween fixed and random movement in a single line - but that would also be easy by eventing, just make a switch "cutscene stop for events" and make the highest priority page for all events a page conditioned to that switch with movement set to fixed. Then turn that switch on at every cutscene and off after every scene...
 

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It surprises me that an event continues on its random movement when you're interacting with it. Events are usually "fixed" in place and facing the player while their commands are running. Although I do recall having a similar problem at one point.


Try this ... at the start of the cutscene, do a Set Move Route, choose the event as the target, and select Turn Toward Player. Check the box to make it repeat. Then at the end of the cutscene, do another Set Move Route, choose the event as the target, but don't enter any movement commands. Make sure the repeat box is unchecked. That MIGHT override the autonomous movement while the cutscene is happening.
 

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I do also think that using the multiple pages per event might be the best way, event wise
 
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Andar

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It surprises me that an event continues on its random movement when you're interacting with it. Events are usually "fixed" in place and facing the player while their commands are running.
The OP isn't interacting with the event - I believe the cutscene is something else, and the random moving NPC is a background effect that needs to be stopped to prevent interfering with the move routes of the events that are controlled by the cutscene.
 

Shaz

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ah, okay. I assumed you interacted with it.


However, you might still be able to get them to be still using the method I suggested.
 

Candacis

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Just make a switch "cutscene stop for events" and make the highest priority page for all events a page conditioned to that switch with movement set to fixed. Then turn that switch on at every cutscene and off after every scene...
Yeah, the problem is, it is a cutscene and then you have various npc's running on random movement around, not staying where they are supposed to and interfering with the cutscene. So, your solution sounds the most practical. But what do you mean with 'highest priority page?' Meaning the first page?


@Shaz: Your solution also worked, awsome, thanks! Finally I have regained control again over my townsfolk :D
 

Shaz

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Glad it worked.


The "highest priority page" is the page with the highest number whose conditions are met (including pages with no conditions). When determining which page of an event to make active, Ace starts at the highest numbered one and works its way back until it finds one whose conditions are met. It then stops looking, and makes that one active.


Out of interest, if all your NPCs are moving around randomly before the cutscene begins, how can you be sure that they won't stop, when you tell them to, right in the path of where one of your controlled NPCs are going to go?
 

Candacis

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Ah, thanks for the explanation.

The event is a town gathering. I used Galvs Move Route Script so that most townsfolk nearby would move and turn toward an event where the gathering would take place, aka the mayor addressing the people and making some big award ceremony. Andar was the one that said, that I needed space for a move route of the player/other npc, but actually I just need them to be still, face the specific event and listen - and don't wander off after they loose interest (meaning the autonomous movement resumed).

So, for that purpose the solution works ^_^

But I guess, if I wanted to make a cutscene where I needed a clear path, I would put the npc's on region lock (there are some scripts for that) in the first place, so that they would only wander randomly on certain regions and keep the paths reservered for cutscenes clear.

Anyway. Problem solved, thanks all!
 
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