Determine if Autorun Event is Triggered

KanaX

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Is there a way to create conditional that activates if there is a triggered autorun event?
 

Sausage_Boi

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make the autorun event turn on a switch, or activate a variable maybe? And set the conditional branch to operate when switch or variable condition is met.
 

Liak

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To know right away, you can also include a message command like "Yep, triggered!" or something. :)
 

KanaX

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make the autorun event turn on a switch, or activate a variable maybe? And set the conditional branch to operate when switch or variable condition is met.
Let me clarify: I have a parallel common event that activates an Evented Menu (conditional branch: button is being pressed). Unfortunately the event will still activate even during an autorun event. Sure, I could activate and deactivate the common event any time I want, but I would have to do it manually through every. single. autorun. event. in the game. Something kind of tedious for a 300+ map game like my current project. So I figured that if I could place a conditional in my common event that says "activate only when an autorun event is not active" would save me A LOT of trouble.

To know right away, you can also include a message command like "Yep, triggered!" or something. :)
I'll keep it in mind for my Tumblr tribute project!
 

Andar

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No, because that are the definitions for autorun and parallel process.


Theoretically it should be possible to script in a function that sets switches by script when an event with autorun-trigger is processed, but then this would happen with every autorun, even those that are for game functions instead of cutscenes, and that might cause problems on other sides.


Additionally, such scripts can cause other problems and make the project instabil if they aren't very carefully designed and used, especially if they are mixed up with evented parallel processes...
 

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