- Joined
- Sep 12, 2014
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So i'm new to RPG maker VX Ace and I've been doing fairly good at figuring everything out on my own, until now. I've been working on this cutscene for a good 3-4 hours and I just can NOT get it to do what i want.
So before I show you what I have, i'll tell you what I want it to actually do. There are three groups of bandits in this town. When you walk up and press Z next to them, they give a line of dialogue then attack you. You win the battle, they dissapear. This part is actually working perfectly.
The problem i'm having, is the next step.
Each time one of the three groups is defeated, it triggers a switch. "CC1" "CC2" and "CC3" depending on the group. When all 3 have been defeated, regardless of the order, it triggers the next cutscene. I did this with a nested conditional branch. (If CC1 is on, then (If CC2 is on, then (If CC3 is on, then play cutscene)
So for this cutscene, the player is moved to the entrance of the town to talk to an npc. The only other party member behind you is a dog, who follows. So when hes talking to this npc, another bandit is supposed to run up, "grab" the dog, and run for the exit. This works as planned as well. He gets to where the dog is at, I trigger it to turn off party followers, and then he keeps going.
The problem is, after this happens, the bandits are supposed to dissapear at the exit. and the main character is supposed to turn around and give a line of dialogue. Instead, the bandits reach the exit and just stand there, and instead of giving dialogue, the main character is then able to be moved around, like you werent even in a cutscene at all..
I have the cutscene set to run as a parallel process, and to trigger when the 3 CC switches are turned on. If i set it to autorun, then th game doesnt respond at all.
I'll show some screenshots of the event steps. Any help from anyone would be really really appreciated..
The switch you see in this one, the GH Ok, that switch is just to change the npc from laying down, to standing.
CC2 represents the npc that grabs the dog. He runs forward, grabs the dog (player followers off) and then continues to the exit. When he gets there, the player is supposed to turn to the left and yell out the dogs name, then it plays the [CC Left] switch which makes the bandits dissapear.
(The "Congratulations on your dog theft!" is just a placeholder until i get the stuff leading up to it working
)
See where the player is supposed to turn left, thats where it stops. The bandits just freeze at the exit, and the player is able to run around the town freely.. I can't figure out how to make this work right.. So again, thanks in advance for any help..
So before I show you what I have, i'll tell you what I want it to actually do. There are three groups of bandits in this town. When you walk up and press Z next to them, they give a line of dialogue then attack you. You win the battle, they dissapear. This part is actually working perfectly.
The problem i'm having, is the next step.
Each time one of the three groups is defeated, it triggers a switch. "CC1" "CC2" and "CC3" depending on the group. When all 3 have been defeated, regardless of the order, it triggers the next cutscene. I did this with a nested conditional branch. (If CC1 is on, then (If CC2 is on, then (If CC3 is on, then play cutscene)
So for this cutscene, the player is moved to the entrance of the town to talk to an npc. The only other party member behind you is a dog, who follows. So when hes talking to this npc, another bandit is supposed to run up, "grab" the dog, and run for the exit. This works as planned as well. He gets to where the dog is at, I trigger it to turn off party followers, and then he keeps going.
The problem is, after this happens, the bandits are supposed to dissapear at the exit. and the main character is supposed to turn around and give a line of dialogue. Instead, the bandits reach the exit and just stand there, and instead of giving dialogue, the main character is then able to be moved around, like you werent even in a cutscene at all..
I have the cutscene set to run as a parallel process, and to trigger when the 3 CC switches are turned on. If i set it to autorun, then th game doesnt respond at all.
I'll show some screenshots of the event steps. Any help from anyone would be really really appreciated..
The switch you see in this one, the GH Ok, that switch is just to change the npc from laying down, to standing.
CC2 represents the npc that grabs the dog. He runs forward, grabs the dog (player followers off) and then continues to the exit. When he gets there, the player is supposed to turn to the left and yell out the dogs name, then it plays the [CC Left] switch which makes the bandits dissapear.
(The "Congratulations on your dog theft!" is just a placeholder until i get the stuff leading up to it working
See where the player is supposed to turn left, thats where it stops. The bandits just freeze at the exit, and the player is able to run around the town freely.. I can't figure out how to make this work right.. So again, thanks in advance for any help..



