sairus323

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Hi everyone! I'be encountered one problem: I'm creating a level where you must dodge moving events and some of them should move the same/similar/crossing routes, however the events, when they move into each other, are stopped moving...
there are screenshots srom the editor and the game:
mv.PNG mv2.PNG
The red and blue events on the first screenshot are supposed to move up and down. I've set their priority as below player and above player respectively but they're stop moving when they collide as shown on the second screenshot... And when I check the Through box, they're moving as I need them to move but "player touch" activation is not working...
Is there a way to make them work as intended or I should scrap the idea and use the other ways to create an obstacles?
 

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Set them to Through, with Event Touch as a trigger.

Player Touch requires the player to touch the event, but does not trigger if the event touches the player first. Event Touch allows both.

If the event is set to Same as Characters, the trigger will activate without the player and event being on the same tile. If the event is set to Above or Below Characters, they will need to be on the same tile for the trigger to work. I think if the event is set to Same as Characters and Through, the player and event will still need to be on the same tile.
 

sairus323

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Set them to Through, with Event Touch as a trigger.

Player Touch requires the player to touch the event, but does not trigger if the event touches the player first. Event Touch allows both.

If the event is set to Same as Characters, the trigger will activate without the player and event being on the same tile. If the event is set to Above or Below Characters, they will need to be on the same tile for the trigger to work. I think if the event is set to Same as Characters and Through, the player and event will still need to be on the same tile.
I've checked the Trough box and changed event activation to "Event touch" and still no expected result... They moving as I need them to move, but for some reason they're activating for, like, 1 of 10 interactions... Setting them "same as characters" makes the events impossible to activate and when they're above or below characters then it looks like they're activating only if they and character are exactly in the same cell, but because of their fast movements (when they're moving 2x and 4x faster than player) it becomes almost impossible... (most of the times they won't activate even if player just stands on their way...) Looks like I wouldn't be able to use this system and will replace it with something else...
But thanks for the help anyway
 

Shaz

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How fast are they moving? And how many of them are there? Do you have any lag?

An alternative could simply be to have a parallel process event that keeps track of the player's location, then checks to see if there are any events at that location. If there are, and it's the type of event you're interested in, either activate the event or do the results within the parallel process event itself.

That way, you've only got one event that's checking for interactions. I don't know if it'll be better or worse, or if it'll work the way you want. It's just another way.
 

sairus323

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As I said I'm setting their speed as 2x faster and 4x faster. There are almost no issues when the speed is lower. there are 2 events for now (while i'm testing) and there is no lag either...

about alternative: is there a plugin which is checking the location of player and events? because I didn't found any similar functions in RMMV exept for Player touch/Event touch activation... (I would try to find myself but not sure how to ask Google about it...)
EDIT2: neverming... I found...

EDIT1: I tested with non "Through" event and encountered the same activation issue: looks like no matter which activation method you use (Player touch or Event touch) they're still activate with same issues... So I will either use the method you described or use one event at line and set them as non through, same as charcter priority and Event touch activation...
 
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Shaz

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The trigger does matter.

If the player is standing still and the event runs into the player, it will active if your trigger is Event Touch, but it won't activate if your trigger is Player Touch, because the player didn't initiate the contact.

That is a separate issue to things skipping because of the speed (if that is indeed the reason - to be sure, set them all back to normal speed and see if they still miss being triggered - if they do, there is something else going on).
 

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nope... changed speed and still no activation on event touch and priority set to below player... caracter is standing still and no activation... I've managed to activate the event only when I started to chase it...
 

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That sounds like you've still got the events set to Player Touch trigger, which will only work if the player touches the event, as I said above. If your events are moving, and you want them to trigger when they touch the player, even if the player is standing still, they MUST be set to Event Touch as trigger.

Please show us screenshots of the events. If they're not activating on normal speed, something else is going on.

What plugins do you have?
 

sairus323

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here it is. Screenshots of plugin manager and event:
mv3.PNG mv4.PNG
 

Shaz

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Okay, what version of MV do you have, and what version is your project made with?

I know there was a problem in a VERY early version (we're talking over 12 months ago) where events set to the highest frequency wouldn't interact with the player.

Try setting the frequency to 4 instead of 5, see if that makes a difference. If it works, update your MV and your project to the latest version, set the frequency back to 5, and try again. Remember when updating, you can update MV but still have projects running older versions. You need to update the project as well, which involves copying the contents of the js folder (except the plugins.js file) and index.html from MV's newdata folder (where MV is installed) into your project's folder. If you look at the pinned threads where the updates are announced, there are instructions there.
 

sairus323

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Changing frequency solved the problrem... My RMMV is of latest version (1.5.1), and I don't know how to look project version, but it was created with previous version of RMMV ~1.5 week ago. I'll try to update it though...
 

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I think your project may have been created with a VERY early version of MV. This is a problem that was resolved very early on.
 

sairus323

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As I said I've created the project (from nothing) ~10 days ago.
And updating it didn't solved the problem...
 

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