Helping with a scene

fluffywolf666

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Hi,

I'm having some kind of trouble with a scene it goes like this.

I am going downstairs wich triggers an autorun scene what works perfectly after the scene ends i have to my fridge and push action button to start another event (action button event) wich triggers alright.

But in that event two people have to come in my house so i had to made those 2 events invincible till the action triggers. (still no problems here) They start talking...blablabla.

But after that and when i go out of the room and re enter my two characters that originall are not visible are suddenly visible.

so my question is now how can i make those two characters again transparent after my scene i tried conditionall branches with switches on the action button event like this

conditionall branch: scene with dempsey ends=on

dempsey=transparent on

cheyenne=transparent on

else

...

 thanks for helping ^^
 

dinhbat3

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Have you tried giving both events self switches conditioned to the highest priority page (the biggest number). and having that page blank?

Otherwise we might have to see the event to help out.

~ Dinhbat
 

fluffywolf666

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Have you tried giving both events self switches conditioned to the highest priority page (the biggest number). and having that page blank?

Otherwise we might have to see the event to help out.

~ Dinhbat
Yes that made my characters tottally not visable for the scene too

edit: btw those are my event pages for my scene including my autorun

actionbutton event page 1.jpg

actionbutton event page 2.jpg

autorun event page1.jpg

dempsey event page1.jpg

dempsey event page2.jpg
 
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dinhbat3

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Hm.. if you do a SELF switch. that should only affect the single event that it is tied to. It shouldn't affect anythign outside of the single event's graphic.

Seems we will need to see screen shots of the events you are questioning about to better help.
 

fluffywolf666

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Hm.. if you do a SELF switch. that should only affect the single event that it is tied to. It shouldn't affect anythign outside of the single event's graphic.

Seems we will need to see screen shots of the events you are questioning about to better help.
I edited your previous posts with screenshots :p
 

gvduck10

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Control switch at end of event "Turn Switch XX: ON"

On the character "events" you want to go away, add a blank page event page, with the condition (boxes above graphic) that "Switch XX is ON"
 

fluffywolf666

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doesn't work either they keep appearing after i reappear in the room
 

Andar

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First point: checking switches with conditional branches should be used only in specific cases, your's look like they better use the page conditions instead of the conditional branches. One of the reasons is because conditional branches are only checked if the event is triggered, while page conditions are always checked.


There are several ways to do what you want, but if you're new then the easiest way would be to make three pages on those events: one without sprite for the time before they appear, one with sprite for the part of the cutscene, and a third without sprites if they should be insivible again after the cutscene. And then set conditions on switches to select which page is active.


(if you're better with eventing, you could do this with a single conditioned page and a switch "cutscene active" on that page, but in that case you'll need to be able to follow logical sequences without problems)


And I strongly advice you to remove all parallel processes from cutscenes - you'll only get a lot of random errors if you don't know what you're doing, and nothing on that screenshot requires a parallel process.
 

fluffywolf666

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well before i saw your comment i already deleted the conditionall branches cause i was thinking switches are enough.

for the charater events can i do it with just two pages? cause i putted my two characters invincable in my autorun event. i did two event pages already making one transparent but if i do that they are transparent for the whole scene because of the selfswitch and if i don't use the selfswitch they are visible after i re enter the room it's really weird because in a previouse scene i could make a npc transparrent after i re enter i did the same thing with my two characters now wich didn't work maybe because multiple events are in work now?

and the parallel processes can i do it wichiver i choose then like action button or so?
 

Andar

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I don't understand your description. Self-switches only work from the event itself, and in case of a cutscene there should be only one controlling event, you should not have your commands distributed between events - so you'll need general switches, not self-switches to change the sprites of those events.


Parallels have the big problem that they work parallel to other events - which means you'll have more than one page of the event active, and might get a lot of lag from them. Parallel Processes have their uses, but those are NOT cutscenes. In a cutscene, you want only one controlling event or the timing will go off - and a parallel process map event will interfere with the controlling event if you aren't extremely carefull what you do.
 

Shaz

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You don't need a blank page at the start. Just have the first page as your NPCs and have a condition (switch). If the condition is not met, they won't be visible.


Check the blog tutorial called "Events Are Not NPCs: The Biggest Mistake in Cutscene Events" - it'll show you the best way to do a cutscene involving characters that come and go, and is controlled from a single event (no need for lots of parallel or autorun events).
 

Raths Rants

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Just a suggestion. Something I ran into. I had to basically start a new game. I was building an event that would basically show a bunch of rocks blow up to clear a path once you hit a switch. It just wouldn't work for some reason. So I started a new game and it worked as intended.

As a side note, if the event you are working on is farther into the game. Build DM Wand that allows you to teleport to specific areas. Has really helped when testing things out.
 

Shaz

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Build DM Wand?
 

Raths Rants

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Dungeon Master Wand. A special item using a custom event.

I call mine the "Game Tester Book". It is placed in inventory when a person starts a new game. I created a common event called "Teleport List" and tied various locations to it.

I also have any placed events for game testers use the "IF EXISTS". No tester book and they cannot see these events. Before I compile the stand alone file for not team members to play I remove the "ADD ITEM" line.

Has really helped me in overall fixing and figuring things out.

Just a quick FYI. You can also move the Player Start around and do the same thing. However, this only works if the actors do not change and any time during the game.

I have been doing the Redweaver tuts. So the actor number you start out as does not stay the same after the starting area. This seemed like a quick and easy work around.
 
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Shaz

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Rathsrants, I have merged your posts. Next time, if you need to add something, just hit the Edit button on your last post, rather than double posting. This and other forum rules can be viewed via a link in the lower right corner of every forum page.
 

fluffywolf666

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And that DM wand how can i get that? is that true scripting or downloading and placing somewhere?
 

Andar

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And that DM wand how can i get that? is that true scripting or downloading and placing somewhere?
neither - it is game-specific and you have to build it yourself.
As the poster above described, it's simply an item that calls a common event in your game, and that common event uses choices to allow you to select a map and then teleports you there without need for walking through the regular transfer points between maps.


But that also means that the common event is tied to the existance of the map, which means every game has to have its own, unique common event, and it needs to be updated whenever you add another map to your game.
 

Raths Rants

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Correct no scripting. Just use the event system. When I am home tomorrow I will post a screen shot.
 

Shaz

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Please don't. That would be off topic and completely derailing the thread, and not at all necessary to fix the OP's problem. They seem to be having enough trouble following simple instructions to get the characters to come and go when needed - please don't confuse them any further by introducing new things that will not help solve the problem, while others are trying to give them instructions that WILL help them.


OP - have you finally figured this out yet? If not, I think some more screenshots of your events as they are now might be in order.
 

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