Help with a cutscene

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I'm trying to make a cutscene where the characters walk into some bushes, the camera pans over to some other characters, and one of them walks up to an altar after saying some dialogue. However, they don't move or say anything, and it just freezes. There are 8 events there total, 4 of which are some characters which never move or say anything, 1 of which starts it, 1 transports you to another area, the person who walks up to the altar, and a duck summoned from the altar. 1 of the static characters, the duck (once it spawns in) and the person walking up are all autorun.
 

Aerosys

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Hmm we need more details for it. For Cutscenes I recommend having only one Event with Autorun activated to let all NPCs move when you want them to. I'm not sure what happens when having multiple events on Autorun activated.

Can you provide screenshots of your events?
 

HumanNinjaToo

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I think only one autorun can play at a time. If you want multiple events happening at the same time, better to have one autorun and possibly put the others on parallel process; however, the best solution is try to get one event to control everything going on in the cutscene (less messy this way).
 

Andar

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I'm not sure what happens when having multiple events on Autorun activated.
they will run one after another in a random sequence. and don't try the same with parallel processes, that would create random timing errors.
your original advice was the correct one.

@oatmeal_lemons
The key to all cutscenes is to have only a single controlling events with all the commands. if more than one event has something in the content area, then you're doing it wrong.

The controlling event does not need to be on autorun, it could also simply be triggered by player touch with the player stepping on it.
After that, this controlling event needs to take control of the player and all other events by set move routes targeted on the other events, and it should also contain all show text of the cutscene and so on.

having those commands distributed over several events and trying to control them with switches will always end bad. You only use switches to control the page of the placeholder events if you want to change the sprites.
 
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they will run one after another in a random sequence. and don't try the same with parallel processes, that would create random timing errors.
your original advice was the correct one.

@oatmeal_lemons
The key to all cutscenes is to have only a single controlling events with all the commands. if more than one event has something in the content area, then you're doing it wrong.

The controlling event does not need to be on autorun, it could also simply be triggered by player touch with the player stepping on it.
After that, this controlling event needs to take control of the player and all other events by set move routes targeted on the other events, and it should also contain all show text of the cutscene and so on.

having those commands distributed over several events and trying to control them with switches will always end bad. You only use switches to control the page of the placeholder events if you want to change the sprites.
It worked! Thanks!
 

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