How Do I Start a Timer Every Time a Player Enters a Room?

mkelly527

Veteran
Veteran
Joined
May 17, 2021
Messages
37
Reaction score
3
First Language
English
Primarily Uses
RMMV
I want to make a system in which every time the player enters the same room, a 30 second timer starts and when it reaches 0, something happens. Currently, I have an event that almost works how I want it to, when the player enters the room the first time everything works. The issue is that when the player enters the room, leaves, and re enters, the timer doesn't work anymore. I want it to activate every time the player enters, not just once. Any help would be appreciated. I'll include screenshots of how I have the event currently set up below.
 

Attachments

  • Untitled.png
    Untitled.png
    271.4 KB · Views: 2
  • Untitled2.png
    Untitled2.png
    278.4 KB · Views: 2

Trihan

Speedy Scripter
Veteran
Joined
Apr 12, 2012
Messages
3,747
Reaction score
2,847
First Language
English
Primarily Uses
RMMZ
You'll have to turn that event's self switch off in the event that transfers the player out.
 

Eliaquim

Hakuen Studio
Veteran
Joined
May 22, 2018
Messages
2,164
Reaction score
1,646
First Language
Portuguese - Br
Primarily Uses
RMMZ
Hi there!
If your "room" means a map, you can just create an autorun or parallel event to start the timer then ERASE this event.

Every time you enter on this map, this event will play, because erased events appear again when you enter the map. But if you turn switches, you will have to control(turn them on/off) when a player leaves/enter the map.

And you can check the timer with another event.
 

mkelly527

Veteran
Veteran
Joined
May 17, 2021
Messages
37
Reaction score
3
First Language
English
Primarily Uses
RMMV
Hi there!
If your "room" means a map, you can just create an autorun or parallel event to start the timer then ERASE this event.

Every time you enter on this map, this event will play, because erased events appear again when you enter the map. But if you turn switches, you will have to control(turn them on/off) when a player leaves/enter the map.

And you can check the timer with another event.
Hi, I do mean a map. I tried doing what you said, but erasing the event isn't working. Maybe I'm going about erasing the event incorrectly. I'll include screenshots below, could you tell me what I'm doing wrong?
 

Attachments

  • Untitled.png
    Untitled.png
    269.6 KB · Views: 1
  • Untitled2.png
    Untitled2.png
    277.4 KB · Views: 1

mkelly527

Veteran
Veteran
Joined
May 17, 2021
Messages
37
Reaction score
3
First Language
English
Primarily Uses
RMMV
You'll have to turn that event's self switch off in the event that transfers the player out.
How would I run a check that sees if the player has been transferred out of the map? Sorry, I'm kind of a noob
 

mkelly527

Veteran
Veteran
Joined
May 17, 2021
Messages
37
Reaction score
3
First Language
English
Primarily Uses
RMMV
Hi, I do mean a map. I tried doing what you said, but erasing the event isn't working. Maybe I'm going about erasing the event incorrectly. I'll include screenshots below, could you tell me what I'm doing wrong?
Hey man, I actually ended up figuring it out, thank you so much!
 

Latest Threads

Latest Profile Posts

If you still don't subscribe our Polish channel please consider it :)
1.png
Who wants to see my review of the worst star wars movie? This movie has all the excitement of being on Jury Duty of the most boring case ever about trade negotiations.
A lot to learn to make a game. Can I handle it?
I've been working on status effects since last thursday, and today I finished the core mechanic of Zombie, Teleport, Curse and Recall. Zombie and Curse are lacking a few things to make them complete atm. Teleport though is the "HAHA" spell for some of my mobs, but can "NOPE" at them with Recall.
I'm weird as there are a few game franchises I'll watch and read about, but have no interest in playing.

Forum statistics

Threads
115,166
Messages
1,087,754
Members
149,706
Latest member
hardrockmessi12
Top