How do you stop a parallel process in events?

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Genii Benedict

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I have a three-part door event, whereby I am trying to stop a parallel process on the first event page, and then, move on to the second event page when the player actions the door. I am using the 'walking animation' as a parallel process on the first event page, to show a 'force field' in front of the door. I have the second and third event pages working fine, but cannot determine how to have the player interact with the door AND keep the animation running at the same time.

I have 7 actual frames of animation on the force field, so I'd rather not use the 'stepping animation' which I know would work... Any ideas?
 

Lunarea

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Have an event on the floor below the door. Set it to "Below player" and "action" for the trigger. You can use a conditional branch to make sure the player is facing the right way. :)
 

Genii Benedict

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Have an event on the floor below the door. Set it to "Below player" and "action" for the trigger. You can use a conditional branch to make sure the player is facing the right way. :)
AH. I think I see where you're going with this. Now (thinking out loud here) would I use a Global Switch on the parallel process that the action event below the door would "switch off" to end the event? Or, is there an easier way of 'turning off' the force-field? I'm working on your idea - but I think I would benefit from a bit more embellishment, if you have any thoughts! Thanks so much.

GB
 

Acetonide

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Hm.. I'm not sure if I have the situation right (I'm a little too tired to interpret text and then formulate a picture of a concept right now) but perhaps you could use a custom move route for the event to set the animation instead of a parallel process? Since it's seven frames I'm not positive you can, but just an idea. The previous post idea works too as far as I know.
 

Genii Benedict

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Hm.. I'm not sure if I have the situation right (I'm a little too tired to interpret text and then formulate a picture of a concept right now) but perhaps you could use a custom move route for the event to set the animation instead of a parallel process? Since it's seven frames I'm not positive you can, but just an idea. The previous post idea works too as far as I know.
I'm actually using both. The parallel process runs the animation using a custom move route. As soon as you enter the map the event to run the force-field is activated by a parallel process, activating the custom move route that goes through the movement of the force-field 'fluctuations' on the door... It is continual, and visible as soon as you enter the room.

I'm still trying to get the above 'full stop' working, and I think I'm on the right track... (Hoping!)

GB
 

Lunarea

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Yes, a global switch at the end of the bottom event would then switch to a non-parallel page in your door event. Just set up the condition on the next event page (door) :)
 
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Acetonide

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I'm actually using both. The parallel process runs the animation using a custom move route. As soon as you enter the map the event to run the force-field is activated by a parallel process, activating the custom move route that goes through the movement of the force-field 'fluctuations' on the door... It is continual, and visible as soon as you enter the room.

I'm still trying to get the above 'full stop' working, and I think I'm on the right track... (Hoping!)

GB
I mean, since the door is an event, couldn't you just change it from Fixed to custom move route and set the animation through there? And then you can leave the actual event to be the door and what ever happens when you interact with it.. Er.. I'd provide a screenshot of where I mean by changing the move route but I don't have the software here with me. =x But, er... On the event page it's to the left side near the bottom, under the settings for requirements for switches and variables and self switches.
 

Genii Benedict

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I mean, since the door is an event, couldn't you just change it from Fixed to custom move route and set the animation through there? And then you can leave the actual event to be the door and what ever happens when you interact with it.. Er.. I'd provide a screenshot of where I mean by changing the move route but I don't have the software here with me. =x But, er... On the event page it's to the left side near the bottom, under the settings for requirements for switches and variables and self switches.
I apologize if ANY of my previous commentary came off as 'holier than thou' in any way, but I totally see what you're saying now! Thank you - I had no idea it worked like that. I'll try that right now. I am having success using Lunarea's idea as well, albeit limited success. (And again, it's all on me - my brain isn't working as quickly as I would like, today.)

Thanks again!

GB
 

Acetonide

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I apologize if ANY of my previous commentary came off as 'holier than thou' in any way, but I totally see what you're saying now! Thank you - I had no idea it worked like that. I'll try that right now. I am having success using Lunarea's idea as well, albeit limited success. (And again, it's all on me - my brain isn't working as quickly as I would like, today.)

Thanks again!

GB
It's fine. Nothing came off that way. x]] If anything I said made it seem like I was offended or that I intended to offend I apologize. I'm a bit out of it myself so I'm struggling to find the right words to describe what I mean at points. I just thought I'd offer up an alternative to Lunarea's suggestion which may work and may reduce the required switches and events. I hope it works out for you.
 

Lunarea

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Here's how the whole thing should look, Genii:

Bottom Event:

You should also turn on the self-switch and leave a blank page so this event doesn't repeat.

Door Event:

Page 2:



Page 3:

The page 2 of the door event will make the transition smoother.

Hope that helps! :)
 
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Genii Benedict

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It's fine. Nothing came off that way. x]] If anything I said made it seem like I was offended or that I intended to offend I apologize.
I'm glad. And no, nothing you said made me think you might have been offended. (It's a bit of a habit of mine to go back and re-read what I have previously posted from time-to-time, and I didn't want to put out a rude or miscommunicated message.) You, sir, are a genius. That worked surprisingly well!

Now, I'm going to go and try Lunarea's solution as well... ...it looks fun as well! Thanks, very very much, to both of you! (I have had some success with the first solution - and will try the new one as well, but I think we can close this thread if need be, unless anyone else has some closing remarks.)

Thanks again.

GB
 

Lunarea

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Glad we could help. :)

This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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