How to trigger an event on a different map?

Status
Not open for further replies.

NazCassidy

Villager
Member
Joined
Jan 2, 2014
Messages
15
Reaction score
0
First Language
English
Primarily Uses
I'm assuming it's possible but I seem to be unable to find it anywhere on the forums.

OK, so I am currently designing a prologue for my game, the prologue is literally only going to be cut scene, few battles, cut scene, opening credits and then the game. 

I've set up the characters and everything I need for the prologue but I can't get the event to trigger as soon as the game start. Is there a way to do this? ATM, just to test it, I have the player starting position on the same map as the event but in-game, I plan on having the player start inside the Castle and the event happening outside.
 

mlogan

Global Moderators
Global Mod
Joined
Mar 18, 2012
Messages
15,351
Reaction score
8,532
First Language
English
Primarily Uses
RMMV
I don't believe it's at all possible to start events on another map.  You need to do as you are testing - have the player start on the map you want to cut scene to be.  You can set the player to transparent, if you don't want it to be seen.  Then you will need to set the even to autorun if you want it to start automatically with no player interaction.
 

NazCassidy

Villager
Member
Joined
Jan 2, 2014
Messages
15
Reaction score
0
First Language
English
Primarily Uses
I don't believe it's at all possible to start events on another map.  You need to do as you are testing - have the player start on the map you want to cut scene to be.  You can set the player to transparent, if you don't want it to be seen.  Then you will need to set the even to autorun if you want it to start automatically with no player interaction.
Hmm I have it set to Autorun and it works fine, the only problem was the very obvious player model standing nearby xD

So there's no way, for example, to have the player enter a room inside the castle and then an event happens outside, then the screen changes back to the player? That would be a really nice feature to have right now! If not, how do I make the player invisible during a cut scene?
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,358
Reaction score
7,671
First Language
German
Primarily Uses
RMMV
for the intro, you can set the player to be invisible at start in the database, system or terms tab.


After that, you can turn invisibility ON and OFF by event commands or moveroute commands


The only screen that exists during game is the one with the player on it - to insert a cutscene without the player, you need to turn the player invisible but still move him to the map with the cutscene.


Be warned that upon entering the old map again a lot of data is being reset unless you stored it before.
 

NazCassidy

Villager
Member
Joined
Jan 2, 2014
Messages
15
Reaction score
0
First Language
English
Primarily Uses
for the intro, you can set the player to be invisible at start in the database, system or terms tab.

After that, you can turn invisibility ON and OFF by event commands or moveroute commands

The only screen that exists during game is the one with the player on it - to insert a cutscene without the player, you need to turn the player invisible but still move him to the map with the cutscene.

Be warned that upon entering the old map again a lot of data is being reset unless you stored it before.
The game starts on the world map, outside the city/castle and the cutscene will autorun. After the cutscene, I don't plan on using that part of the map again as it'll be destroyed in the aftermath section, so saving the data etc won't be a problem =)
 

mlogan

Global Moderators
Global Mod
Joined
Mar 18, 2012
Messages
15,351
Reaction score
8,532
First Language
English
Primarily Uses
RMMV
So if you want to start off seeing your player, do that, then you can fadeout screen, turn player transparency on, transfer player, then fade back in and you are on your new map.  The cutscene plays, reverse it to go back inside where you want to see the player.
 

NazCassidy

Villager
Member
Joined
Jan 2, 2014
Messages
15
Reaction score
0
First Language
English
Primarily Uses
So if you want to start off seeing your player, do that, then you can fadeout screen, turn player transparency on, transfer player, then fade back in and you are on your new map.  The cutscene plays, reverse it to go back inside where you want to see the player.
OK that does sound good but I can't make it work sadly. 

My player isn't in the cutscene really, aside from being invisible for the purpose of being in the scene...which sounds contradicting sorry!

Point is, the opening cutscene focuses on the enemy leader attacking a town, which the playable champ will be inside. I got the screen fading etc, I can't figure out how to get it to fade back in on the other map though and also how to stop the cutscene from looping...as right now, the leader says his lines and it loops >_<
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,358
Reaction score
7,671
First Language
German
Primarily Uses
RMMV
I can't figure out how to get it to fade back in on the other map though and also how to stop the cutscene from looping...as right now, the leader says his lines and it loops >_<
Follow the link in my signature to some tutorials, as those two things are very basic:
All autorun and parallel processes automatically loop, and you need to switch the event to a different page without a loop to stop that.


Also, when leaving a map the events in that map cease to exist - the transfer command is the last command of an event that would be executed, everything after the transfer command need to be in an event on the new map.
 

NazCassidy

Villager
Member
Joined
Jan 2, 2014
Messages
15
Reaction score
0
First Language
English
Primarily Uses
Follow the link in my signature to some tutorials, as those two things are very basic:

All autorun and parallel processes automatically loop, and you need to switch the event to a different page without a loop to stop that.

Also, when leaving a map the events in that map cease to exist - the transfer command is the last command of an event that would be executed, everything after the transfer command need to be in an event on the new map.
Thanks for the link, I'll check it out but I figured out the problem just before I came back to check this thread xD

It was the transfer, I hadn't transferred the player over to the new map! Now it has opening credits, transfers over to the enemy leader attacking the city and then it'll next transfer to the player inside the castle. Thanks a lot for the help on that one guys! The invisible player is a nice thing to know.
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
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.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:

Forum statistics

Threads
105,854
Messages
1,017,004
Members
137,562
Latest member
tamedeathman
Top