I can't break my loop... 0_o

Gui

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I spent hours on this, trying every combination possible and every tutorial/post I could find here and elsewhere, but it still doesn't work...

Here are the settings of my event:

Loop_settings.jpg

Basically, I have two events (well, three, but the third one is used to display some pictures unrelated to the one which annoys me), the first of these two being used for the settings of the cutscene, the second being the one in the screenshot.

After a few replies and movements by the player through the map, the control switch 0031 is activated to signal to the engine that it must stop the loop... but it keeps on running.
 

Susan

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Just guessing, but shouldn't the 'Break Loop' be below the 'Erase Picture' & 'Show Picture' commands, while remaining above 'Else'?

Also, the loop may be better placed after the conditional branch.
 
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Galenmereth

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Put an "Erase event" after the "Repeat above" end part of the loop, or set a swelf switch on and make it shift to an inactive page, if you want to be able to re-enable it without reentering the map.
 
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Tabuu Forte Akugun

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They're right. You can't just use Break on such an event. If it's just one page and doesn't lead to an empty, Press Key (just an example) page, it can't find a way to exit and this starts all over again. Boom. It's stuck. Believe me, I've made the same mistake in my beginnings.
 
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Zeriab

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I bet that it'll break just fine.

Parallel processes are events that once completed start over again. Anchoring the picture to the event and showing "Exelion_flying_front" again. That would be expected behavior.

Why do you not have your break loop after the clean-up commands? Are they actually executed? My expectation would be that the two event commands will not be processed, but I have not tested it.

*hugs*

 - Zeriab
 
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Gui

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Just guessing, but shouldn't the 'Break Loop' be below the 'Erase Picture' & 'Show Picture' commands, while remaining above 'Else'?

Also, the loop may be better placed after the conditional branch.
It worked, but only with displacing the Break Loop; placing the Loop after the Conditional Branch didn't work.

Also, I had to use a Wait command of 90 frames for getting the replacement of the picture when the dragon flies off instead than a moment later (the beast flew one second or so laterally, lol), but this happened to me with the different Pictures command in a previous animated sequence so no real surprise...

Thank you very much everyone!  :)
 

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