How to make multiple move route commands in one cutscene

Evil

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ok heres the problem I have a cut scene where the hero walks into the item shop and when he does there is him the girl at the counter and two other people. well I have the move routes set up to where the hero walks to the counter and the other two people are supposed to walk around looking at items on the tables but when he comes in they don't move.

item shop cutscene event 1.png

item shop cutscene event 1-2.png

item shop cutscene event 1-3.png

item shop cutscene event 1-4.png

item shop cutscene event 1-5.png
 

Milennin

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It gets interrupted by the event I'm guessing. Would be easier to put them in a separate parallel event that gets triggered by a switch in the cutscene event. Put a wait command at the end of the parallel process (long enough for the NPC to finish their path) and a self switch to turn de-activate the parallel process to prevent endless looping.
 
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Evil

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I'm wanting to try and keep it in one event if at all possible
 

Andar

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That's because you placed those moveroutes after the player route and set the player move command to "wait".

If you want events moving at the same time, only the last (not the first) should have the "wait for completion" checked.

Edit: reorder them to have the NPCs getting their commands first, then the player with wait for completion.

However, another way would be to use the autonomous movement for the other sprites, especially if they were to continue their movement after the autorun-cutscene ends.
 
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Evil

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OMG I can't believe I didn't think about putting the auto move on the sprites themselves thanks andar

they seem so clunky when using sprite auto move
 
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Andar

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OMG I can't believe I didn't think about putting the auto move on the sprites themselves thanks andar
just to make sure that there is no misunderstanding: autonomous movement is not the same as an parallel process with a move route command...

If you want to use autonomous movement, you need to switch the button "fixed" to "custom" and after that press the button "move route" in the area "autonomous movement" between the sprite and the content. The content area should be empty - unless you want the NPC to say something if the player uses action button on them.
 

Evil

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now when I get done setting move on sprite instead of repeating they stop
 

Shaz

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I really detest spreading out cutscene processing over multiple events. The number of support questions we have to answer because of this method makes me want to bang my head against a wall.


If you use Autonomous Movement, your events are going to repeat the movement until they bump into something. If that's what you want (or if the movement is just to go somewhere and then back again and keep repeating), then go for it.


But if you want to "choreograph" movement so everyone goes to a certain spot and stays there while other cutscene things happen, then I suggest you go back to your original method of having one event control all movement, leave off the 'wait' on move routes apart from the last one prior to other things happening, and work on it a bit at a time.


And completely O/T - your animated signature is not only gross, but it's very distracting. I can't even concentrate on looking at your images or thinking of a proper response while that is vying for my attention.
 

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