esterk

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Hey everyone, sorry for the vague title - I'm not really sure how exactly to describe the issue I'm running into with a short and concise description.

Basically, I have a cutscene that runs in the game where a character is speaking while moving. However, if the player pages through the text too fast, it can cause the movement route to get stopped (due to catching up to another move event I have in the event), which puts the event at an awkward spot for the rest of the cutscene.

My question is - is there a way to get this to run so that the event always finishes the initial movement route before doing any other movement routes, while still talking and moving at the same time? Hopefully I'm making myself clear. I have posted some screenshots of what I have in my event and maybe you can understand what I am having a problem with. Please ask questions if I am not being clear - I'm pretty sure there is an easy fix for this that I am just not thinking of.

Thank you in advance! :)
 

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ozubon

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You can control switches from movement route, so let's have the event turn on a switch in the route when it has done all its moves.
Then just above/before the next movement route you add a loop. And in the loop you add a conditional branch that checks if the switch is on. If it is on, then break the loop ;)
 

esterk

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Oh this worked! Thanks so much! :)
 

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