Event Problem - Two NPC's movement issue

DurkVash

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Ok, so, I'm making a little game, and for a quest you have to distract two guards inside a building by breaking something. After it's broken, the guards run to the broken thing. If you get caught, you're transported out of the building, and you get to try again, but the third time you fail, it's a Game Over. Here's the problem I have: I can get them both to run on the first try, but if you get caught and try again, only the one that caught you previously will move, the other won't. I was trying to get this solved with an external switch that made part of a conditional statement or using internal switches, but I still can't get them both to move after the first time. Any ideas? Anything you need to see?

Thanks!

EDIT: I'm not using plugins!
 
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Andar

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Please provide screenshots of all event pages of those plugins - most likely you forgot to reset the guards correctly.
 

DurkVash

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Ok, I'm not using plugins, but I was just wondering. Making the events Parallel could be a problem? I'll upload images for the event pages that matter
Rpg1.png Rpg2.png Rpg3.png Rpg4.png Rpg5.png Rpg6.png

EDIT: Basically, I'll get both of them to move when I activate the first object (Crash1/2), but when I get back in, and try with the 2nd object (Crash2/1), only the one guard that got me the first time will move.
 

Frogboy

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I'm sort of guessing here but it looks like only the guard that catches you triggers the Event Touch and thus, is the only one that resets self switch A back to Off. Instead of using a self switch for this, use a global one. That may fix your issue.
 

DurkVash

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I'm sort of guessing here but it looks like only the guard that catches you triggers the Event Touch and thus, is the only one that resets self switch A back to Off. Instead of using a self switch for this, use a global one. That may fix your issue.
I actually tried with a global switch and for reasons still unknown it won't reset. I used a switch on the flower pot table and the issue remained. Even though, that was yesterday, and at the moment I'm unable to test again, but I'll keep trying tonight and update.
Also, could it be that being a parallel triggered event creates some sort of conflict? Do you know if there's a way to reset the event, aside from resetting the variables? Or could the order of the variables being turned off affect something?
 

Frogboy

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The Self Switch I'm referring to is on the soldiers. Each soldier has an Event Touch page. Only the soldier that catches you will trigger their Event Touch page that sets their Self Switch A back to OFF. That soldier will chase you again. The other soldier won't have triggered the Event Touch that resets their Self Switch A back to OFF so they are still stuck on the last event page. Using a global switch that both soldiers read from instead of each soldier using their own Self Switch should fix your issue as it will reset for both.
 

Lestroth

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On another note, you should definitely put those Movement Routes in the Autonomous Movement (Type: Custom) one and not in the Contents of the event on Parallel Process. For some reason parallel processing always messes up movements and other things. I don't know why that is.
 

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