SoupToon

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I'm having an issue making a fast travel system for my game. The problem in question is that, it was working fine before, but then I made some adjustments and the code stopped working and now I can't get it to work again. It's a combination of common events and conditional branches and I don't know what's wrong with at at the moment. Here's a look at what I'm dealing with below.825FC08D-F121-4398-BDD0-261DEF222C5E.pngABDC2977-F744-44DE-AE29-18653F6019F5.png530FDBFC-28CD-4588-8964-E3E89534C48B.png69BA41DF-4520-45DC-86ED-0B5FBB74FA97.png
If anyone needs more info, I'll gladly share, PLEASE HELP >_<
 

ATT_Turan

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What @Danatoth suggests is another way of doing it - the potential problem I see is that it looks like you intend to have a network of teleport nodes, and relying on a global (not a self) switch the way his events do will either activate all of your nodes at once, or make you need to use lots of switches for them individually or something.

Of course, we can't see from anything you showed how you have a list of places to go or how the player chooses or anything like that, so maybe that's not a problem.

In any case, if that's correct, I do think this is an appropriate place to use a common event, but I can't see any reason to have three of them. Why isn't it all in one page? (and even if it was a standalone teleporter and it made sense to have it on the map event rather than in a common event, I don't see the benefit to multiple pages)

To address your original question, the ninth line of your Teleporter event asks whether the switch TP? is ON. That is inside your first conditional branch of is TP? OFF. Since you turn the switch on inside of that branch, that means:
- That conditional will always be true (which makes it pointless)
- It is probably the wrong place, I expect you meant it to be outside of the first conditional. As it's written, when you call this event and TP? is already ON, that event code will never be seen.
 

SoupToon

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What @Danatoth suggests is another way of doing it - the potential problem I see is that it looks like you intend to have a network of teleport nodes, and relying on a global (not a self) switch the way his events do will either activate all of your nodes at once, or make you need to use lots of switches for them individually or something.

If that's correct, I do think this is an appropriate place to use a common event, but I can't see any reason to have three of them. Why isn't it all in one page? (and even if it was a standalone teleporter and it made sense to have it on the map event rather than in a common event, I don't see the benefit to multiple pages)

To address your original question, the ninth line of your Teleporter event asks whether the switch TP? is ON. That is inside your first conditional branch of is TP? OFF. Since you turn the switch on inside of that branch, that means:
- That conditional will always be true (which makes it pointless)
- It is probably the wrong place, I expect you meant it to be outside of the first conditional. As it's written, when you call this event and TP? is already ON, that event code will never be seen.
Oh ok. I should be better at conditional branches because when I was making stuff in Scratch my projects were like 90% conditionals lol. Thanks for the advice, I'll see what I can do about it now!
 

SoupToon

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What @Danatoth suggests is another way of doing it - the potential problem I see is that it looks like you intend to have a network of teleport nodes, and relying on a global (not a self) switch the way his events do will either activate all of your nodes at once, or make you need to use lots of switches for them individually or something.

Of course, we can't see from anything you showed how you have a list of places to go or how the player chooses or anything like that, so maybe that's not a problem.

In any case, if that's correct, I do think this is an appropriate place to use a common event, but I can't see any reason to have three of them. Why isn't it all in one page? (and even if it was a standalone teleporter and it made sense to have it on the map event rather than in a common event, I don't see the benefit to multiple pages)

To address your original question, the ninth line of your Teleporter event asks whether the switch TP? is ON. That is inside your first conditional branch of is TP? OFF. Since you turn the switch on inside of that branch, that means:
- That conditional will always be true (which makes it pointless)
- It is probably the wrong place, I expect you meant it to be outside of the first conditional. As it's written, when you call this event and TP? is already ON, that event code will never be seen.
I just remembered something else I was having a bit of trouble with, how can I change the image that the event uses so I can indicate when a teleporter has been activated?
 

ATT_Turan

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That is when you use event pages.
 

SoupToon

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That is when you use event pages.
And sorry to bother you again but one final thing, is there some kind of list function I can use to add teleporters as they get activated for the player to select their destination?
 

ATT_Turan

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I suggest Googling it - I know there are some number of tutorials between the forums and YouTube on how to create a Fast Travel system.

The most efficient way is probably to utilize HimeWorks' Hidden Choice Conditions, but I'm sure you'll find a variety of ideas you can learn from.
 

SoupToon

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I suggest Googling it - I know there are some number of tutorials between the forums and YouTube on how to create a Fast Travel system.

The most efficient way is probably to utilize HimeWorks' Hidden Choice Conditions, but I'm sure you'll find a variety of ideas you can learn from.
Sounds good, thanks for the help!
 

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