Event not working

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R3dolaf

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Hello and thanks for reading. This is my firs time at the forums and English is not my native, so i'll try to explayn the best I can.

There is a map with several events on it (11 to be exact). Some are working and others arent. The transfer events are working without problem, but the others...some are., some aren't.

First attached item is the event working, secund is one of failing ones (they are the samen except the conditional branch) and the third item is a capture of the places where the events are placed. 

I've included a forth file wich shows the commont event that controls the common switch for the event to happen. 

Btw, i know priority is not the same in both events, but it is not relevant for the event to happen, i've already tryed it with the priority set to below.

Thanks to everyone

Edit: Added the fith screen, the second page of the events.

1.PNG

2.PNG

3.PNG

4.PNG

5.PNG
 
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Andar

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Why did you make the events 1 and 2 on map? It would be a lot better to include those commands in the common event as I see absolutely no reason why they should be map events.


Additionally, we cannot help you with incomplete screenshots - the second pages of the events are missing, and in case of not working events those pages are the more important ones (higher page number = higer priority, which means page 2 is more important than page 1)
 
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R3dolaf

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why not in map? don't get why are better as common events. the second page, i forgot that one. I'll edit right away.
 

Andar

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The main problem isn't where you place the commands - the main problem is that the commands should never distributed between several events.


Either have everything in a common event (I assumed you have a need for it to be common event, that's why I suggested moving there), or in a single map event.


Whenever an autorun is triggered by a switch, you should move the content of that autorun to the place where the switch is turned and delete the autorun.


I can think of only very few special structures where such an triggered autorun is really neccessary, and all of those should be in common events.


For the same reason we always say that all cutscenes should have only ONE controlling event - as soon as you distribute commands between events with autoruns, you introduce timing problems into your game.


That is simply because you cannot calculate the order in which autoruns are processed and a few other disadvantages of triggering several autoruns.


And you already have enough timing problems due to the loop for button pressed, and enough lag due to parallel processes without waits.


And if I read those events correctly, the entire function is only to have the fire go on when a button is pressed and the player stands next to the fireplace?


Why not simply keep them on action button? That would make this a lot easier...
 

R3dolaf

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They'r supoused to be casted by some kind of player's special hability, that's why it's not on action button. I've changed the event to a paralell process evento, so now it's working. But you tell me they produce lag, so you suggest to proceed... how? Thanks for all the help ^^
 

Andar

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Parallel Processes are executed sixty times per second - usually that is not neccessary, and creates a lot of lag.


The wait command tells the parallel process to skip some of those sixty frames - a wait 5 means that is only executed every sixth frame or "only" ten times per second.


The exact number of waits needs to be tested for each case - to many wait and the parallel processes won't react as fast as needed, to few waits and the framerate will drop.


I would probably write the event differently, but it would depend on how often it is needed.


In all cases I would check the player location and facing, then calculate the coordinate targeted and use get location info to get the ID of the event there.


Then check if the event should react to the skill or not.
 

R3dolaf

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The thing is, if I set it as an action button event, The event wont start until the character is on the tile and pressing the action button. It has to be done in the tile below the character, so the tile above gets on fire. Mby I can link two events?

EDIT: just fixed it, im still new to this engine so it's getting hard to do some basic stuff, but thanks to you (who made me think different) I've made it! Oh, abbout the "listener" for the buttons...i know that cheking every frame is kind of excesive, but I need them to react as fast as possible, and they are only two... I hope things don't get much laggy
 
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Andar

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you're wrong - the trigger position depends on the event priority.


If the event is below the player, he has to stand on it for the action button to work.


If the event is same as player, he has to stand next to it and facing it (because he can't step on it if same as) to trigger the action button


If the event is above player, action button cannot be triggered
 

R3dolaf

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Thanks for your help, now working. marked as solved.,
 

Andar

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If you want a topic closed, please report it to be closed with the report button next time.


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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