Event Help

Aleus

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Hello, could anyone help me with an event sequence. I'm new to this, still trying to get my bearings. What I am trying to do is have my player talk to a bartender and once the conversation is over have an NPC enter the map, walk over to the bar and then be available for a conversation at this new position. Simple enough but I am finding getting the hang of event triggers frustrating. Thanks in advance :)
 

Triangle45

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Create the bartender event with the dialogue.
After the bartender dialogue, turn on a switch that the new NPC will be reading constantly to check if it's on or off.
After you talk to the bartender, the switch will be turned ON and thus, the NPC (invisible and waiting outside) will check it again and go "Oh ithe switch is ON, its my time to act!" and carry on the orders. For the NPC that will enter, assign it to parallel so it is always checking.

Look at my example, the Bartender will be the one triggering the "HelpOthers" Switch. Until I talk to the Bartender, that switch will be OFF. Once I talk to her, the Switch HelpOthers will be ON now.
Now the king outside is invisible and is constantly checking that switch. It will only move after the switch is turned ON, and that will only happen after I talk to the bartender. If I don't talk to her, the king will never enter the bar. After the king enters the bar and is positioned where I wanted him to be, I trigger a king AUTOswith A ON, open a new page for the king that is triggered when the AUTOswitch A is on, and now he can give me the quest. Be careful with the "through, transparent and same as actor, parallel and action button" triggers.

And here it is in action:
 

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Triangle45

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Basically triggers are the conditions that must happen if you want that event to start its string of commands.
Action button: face the event and it will activate once you press the action button (the bartender in this case)
Parallel: the name says it, this event will be running CONSTANTLY, BUT it doesn't stop your movement, the event will be running while you also move around and do your thing and play. (in this case, the king)
Autorun: exactly the same as Parallel BUUUUUUT the event will FREEZE THE PLAYER until this event end by autotriggering a self switch. if you dont do this, you will freeze the game completely since the autorun takes preference and freezes the character but it will be always repeating until you set a self trigger. (in this example, if I had set up the King to Autorun instead of parallel, I would NEVER move, since the king would have been checking forever if the swith HelpOthers is ON or not. In parallel, it is still checking forever, but since it is parallel, it gives the player the freedom to play while it checks forever if the switch is on or not

Normally we use Parallel for ambient, conditions that migh happen at ANY time, depends on the player and the triggers we put
and we use Autorun normally for cinematics, so the player doesnt "play" but just watches until everything is over :)
 

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