Eventing Question

Karkess

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As the title states I have an eventing question.

Is there a way that is more efficient for controlling other sprites' movements than a series of switches? In the context of cutscenes sometimes you want characters to turn a certain way after something is said, or you want some movement occasionally through dialogue to prevent an unnatural static atmosphere to your cutscene. I'm a very new hobby-ist so I feel like there might be a way more efficient than using possibly a dozen switches in a sufficiently complex cutscene to add some life to your characters.

Like some command to control other sprites from a singular one that most of your event is scripted off of, or something. I think you could cut down on switches using the 'wait' command to give it a less rigid feeling to the overall feeling, but I still think that in some cases you could end up with more than 10+ switches to make a simple scene feel alive. Thank you for your time and consideration =)
 

Bex

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Try the Eventcommmand "Set Movement Route" it can control the Movement of the Player, or any Event you want on the current Map.
 

Karkess

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Thank you! Despite using that to control the event and the player many times I don't know why it didn't click in my head it could control other events, despite scrolling passed the options many times. I feel a bit silly now, but thank you very much =)
 

Shaz

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There is a blog post showing how to use this method - it's called "Events Are Not NPCs".

In fact, the way you've been doing it - using switches and (I assume) autorun or parallel process on multiple events - is probably the worst way to do it, because of the timing requirements, different triggers, different events needing to be activated at different times - prone to issues and we get a lot of requests for help because someone's done this and messed something up.
 

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