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As the title states I am trying to make a event auto delete or stop its self after it completes its actions.

http://imgur.com/rv9aKnP - the event in question.

What I need help with is how to set it up so that after it runs through the dialogue and the move route, it gets to the end route and deletes itself or stops and then removes the sprite, so that when the Player enters the map again the event is no longer there, I know self-switches are needed but I am having trouble in setting them up. Any help will be greatly appreciated. 
 

Andar

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The last command after the autorun-moveroute needs to be a control self-switch A = ON.

Then you make a second event page without a sprite and without a command, and condition that page to self-switch A.
 

Milennin

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At the end of the event set Self Switch A ON.

Create a new Page on the event:

Page 2 - Condition: Self Switch A ON - Action Key - Below Characters
 

GrandmaDeb

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because there is no graphic on the second page =D


Don't forget about that Switches Tut in my sig! ***grins**
 
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Ok but when I put the graphic on the second page she doesn't follow her move route. She starts it, as in she turns left but then it stops right there. 
 

Zalerinian

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You need to select the wait checkbox in the moveroute, or it won't wait for the moveroute to complete.
 
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Ok that made her move again so after the move route do I then switch it? Also is there a way to make her dissapear after she ends the movement. Also I noticed that by checking the wait for completion box, the player was not able to follow her, so can I have it so that the map scrolls with her?
 

Andar

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In your first post, you stated that the event should no longer be there when the player enters the map a second time - that's why we said that the second page should have no sprite - if you don't remove that sprite, then you'll see the NPC in the original position when the player enters the map again later.

Autorun means "event is processed, player cannot move".

If you want the player to be moving at the same time as the event runs, then you'll need a parallel process as trigger.

For what you want to do, you'll need three event pages and two self-switches.

First page: no conditions, Trigger = Autorun, sprite of the NPC, NO MOVEROUTE at the end, last command would be self-switch A = ON.

Second page: condition self-switch A = ON, Trigger = parallel process, sprite of the NPC, here include the move route that was on the first page until now with wait for completion. last command would be self-switch B = ON.

Third page: condition self-switch B = ON, trigger = action button, no sprite and no command, priority = above player.

That way the player would be able to move when the NPC starts moving.

Edit:

there are several way to do this - under normal circumstances I would recommend using autonomous movement instead of parallel process.

In this case it doesn't matter because the NPC is intended to vanish and a parallel process would be easier for you in the moment.

If you want NPCs going around on the map on a permanent basis (to bring life to a village for example), then you should not use paralel processes for those move routes, but place the moveroutes under custom autonomous movement.
 
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Excellent! Thank you guys so much! It works! It WORKS! If I could I would give you a big hug Andar. But I can't so take this heartfelt internet highfive *highfive*
 

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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.
 
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