Events stop my character from moving

chriiss6

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So I seem to have a problem where if I have any autorun events, they stop my character from moving at all, I can change the direction I am facing, but I cannot move around.

Has anyone else had this problem, what can I do to fix it?
 

bgillisp

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Autorun means it always runs. The only way to fix it is to turn off the autorun event so it is not running.
 

izyees

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change it to parallel. If autorun, you cannot move.
 

Andar

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change it to parallel. If autorun, you cannot move.
NO.


Parallel processes will lag your game, use them only when absolutely neccessary - and if you're using an autorun they are NOT needed, you need to switch off the autorun.


However,

 I can change the direction I am facing, but I cannot move around.


This proofs that you don't have an autorun problem, because in case of an autorun the player would be unable to turn.


What you have is a passability problem, most likely because you messed up the tileset - that can result in the entire map being either impassable or totally passabe.


Please read:






.
 

Darkbeetlebot

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I would agree to use parallel processes. Unless you have a really bad PC that can't handle a few going on at the same time (The only things that come to mind are office PCs), you won't have to worry about lag too much. I've had as many as 10 running as start-game common events and didn't notice any really bad lag. This is further reduced if you remember to switch those events off when they're not being used. I often find myself not using Autorun events at all to be honest; it just doesn't seem that useful unless you're doing cutscenes where you don't want the player to move at all.


Then again, I could be wrong and it could be some other event or an impassibility issue like Andar said. You could test these by using different tiles, checking the tile passage in the Tilesets section of the Database, and isolating the autorun event on an empty map with known working tiles to see if you still can't move. Just keep mixing and matching events on the offending map to see what does what with different combinations.


However, having it as a common event would be a bit trickier. I don't know exactly how you would go about testing that besides changing the trigger.
 

Shaz

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If you have a number of autorun events, I would question what they are for and why you have made them that way.  Autorun events stop the player from doing ANYTHING (including turning, so if you can turn, it's not because of the autorun events), and you should really only have ONE of those, at most, active at a time - and it should delete itself or turn itself off after running.


There are a couple of possibilities.


As Andar said, it could be passability issues on your tileset.  You might have changed an O tile to an X tile in the passage settings.  Or you might have used a blank tile from the B-E sheets with an X setting to 'erase' tiles you didn't want after drawing them.  The top left tile in the B tileset is the only correct 'erase' tile, and its passage setting should be a star.  So check that too.


The other thing could be, if you do have events around where your player character is, if they are set to Same as Characters for priority, they will stop the player moving through, even if there's no image on the event.
 

chriiss6

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If you have a number of autorun events, I would question what they are for and why you have made them that way.  Autorun events stop the player from doing ANYTHING (including turning, so if you can turn, it's not because of the autorun events), and you should really only have ONE of those, at most, active at a time - and it should delete itself or turn itself off after running.


There are a couple of possibilities.


As Andar said, it could be passability issues on your tileset.  You might have changed an O tile to an X tile in the passage settings.  Or you might have used a blank tile from the B-E sheets with an X setting to 'erase' tiles you didn't want after drawing them.  The top left tile in the B tileset is the only correct 'erase' tile, and its passage setting should be a star.  So check that too.


The other thing could be, if you do have events around where your player character is, if they are set to Same as Characters for priority, they will stop the player moving through, even if there's no image on the event.


Okay so I haven't messed with the O, X and star tiles, I've deleted the autorun events, the transfer events are set to below character, they activate on player touch and now I can't move the character at all, I can't even turn now, the only other events not shown are the two in the house, which are transfer and set to the same thing.


The image attached shows events outside the house, the red events play the same background sound, set to below character and activate on player touch, the blue events fade out the background sound, are set to below character and activate on player touch. The door is set to below character and is also activated on player touch.


What's going on?


EDIT:: I was trying to move with WASD, I'm so sorry


Untitled.png
 
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Shaz

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haha - has to be something simple :)


So are ALL your problems solved now, or are you still back with the original issue?


That's a lot of events there.  You should take a look to see if there are any region event plugins available.  I know I did a script for Ace that would let you draw with regions on a map, and call common events when those regions were walked on.  I don't think I ported it to MV because someone else had already done one, or was in the process of doing one.  A lot of events, even if they're not set to parallel process, will eventually cause lag.
 

chriiss6

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haha - has to be something simple :)


So are ALL your problems solved now, or are you still back with the original issue?


That's a lot of events there.  You should take a look to see if there are any region event plugins available.  I know I did a script for Ace that would let you draw with regions on a map, and call common events when those regions were walked on.  I don't think I ported it to MV because someone else had already done one, or was in the process of doing one.  A lot of events, even if they're not set to parallel process, will eventually cause lag.


Well it's water sounds, I know practically nothing about scripting, checked out the page in your sig and was like "durrrrrr" I'm real complicated about this. I'm wanting to make the greatest game ever, which might not happen. I can dream though
 

Brigg

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I was trying to carefully dissect all your information and image... and then saw your Edit.


Glad you figured it out!
 

Shaz

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yeah, do a search to see if anyone else made a region events or region effects plugin.  That will be easier to use than having tonnes of events to control something that happens when you walk on a particular tile and to stop it when you walk on the next tile.
 

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