Interruption Event

CobeSlice

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Thats the hilarious part. I change his Speed to 6 (4x faster) to convey the urgency of his movement, and have the Wait box checked... and yet he STILL talks before he reaches the character.
 

RyokuHasu

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try just 2x speed

then give me a screenshot of your event, BOTH
 
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CobeSlice

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The Old Man (his stand alone event)



The rough idea of what I'm trying to have happen when you step on the stairs.



The set up of the Move Route (and the bane of my existence).

You try and tell the game to stop everything while this guy hauls ass over to the PC... cause it wont listen to me. Lol.
 
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CobeSlice

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This is what I mean... even if the initial NPC event is set to Random movement... shouldnt the new event I've created (Stairs) override the Old Man event until such a time as it's been completed?
 

RyokuHasu

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I told you "Move toward player" doesn't work like that and that having him roam would make this far more difficult.

It's much more reliable to have him in a single location, looking like he's busy with something else, like a book, papers, cooking, washing dishes, or even looking out a window.

then use an exact move rout to the player.

making it work properly your way would take a lot more effort.

At least i'm not asking you to make THIS XD

One True The Event.png
 
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CobeSlice

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That seems silly to me... especially because I have to create a second event to completely block the stairs as I'm using a custom stair that is 2 tiles wide as opposed to one... therefore it makes much more sense to figure out how to do this the "difficult" way... I'm sure I'll want to set up these kinds of events in the future as well.

I really appreciate the "Keep It Simple, Stupid" attitude for beginner who have never done this before, but I'm (clearly) not afraid of a little challenge and have come a lot farther in understanding (at the minimum) the components for this type of event. So, let's scratch the surface. Point me in the right direction. Is there a tutorial I can follow that explains this kind of thing?
 

RyokuHasu

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then you would have to make a basic path-finding algorithm Checking the Position of the Event vs the position of the player and have it step by stem determine which direction is best.

Since it's in events your best option is to use the Hot-Cold method, instead of something even more complicated like Breadth-First or A*

I can make a tutorial on it but that will take some time and effort so it might be a while. And I mean a long while cause I've got my own project to do. Maybe someone else can help.
 
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CobeSlice

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Ideally the character would be locked in place until the Old Man can reach them... so there shouldnt be too much need to "locate the player" if the are locked into a stationary location... right? I understand what you're saying... at this point I'm just positing my own questions into the universe.
 

RyokuHasu

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To path find you need a point a and a point B. Point be is where you are trying to go, point A is where you are. You still need to know the location of point B so you can find it.
 

CobeSlice

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I told you "Move toward player" doesn't work like that and that having him roam would make this far more difficult.

It's much more reliable to have him in a single location, looking like he's busy with something else, like a book, papers, cooking, washing dishes, or even looking out a window.

then use an exact move rout to the player.

making it work properly your way would take a lot more effort.

At least i'm not asking you to make THIS XD
The weird thing? Reading your script in the image I TOTALLY understand what's going on.... Yet I cant seem to grasp it for myself. Lol.
 

Needle

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If the text is still happening too quickly, you can always just add a "Wait" command in the move route or between it and the Show Text command. Set it to a generic number, like 120 frames (2 seconds) and play test it. Then, adjust accordingly.

I'm not sure if the "Move Towards Player" command in Set Move Route only moves one grid space at a time, but I'm guessing it does as that's how most Set Move Route commands work. If your NPC is roaming, you may need to put in an excessive amount of "Move Towards Player" commands to get him to the desired location. With this technique, you'd also have to check on "Skip if Cannot Move" as you want the commands to stop running if the NPC gets to its destination before all of the commands run.

While it's easier to do this with an NPC who is standing still (as his movement will be more predictable) in theory it should be possible to do this with a roaming NPC too. I find that when building cut scenes (and believe me, you ARE building a cut scene whether you think so or not) it's best not to over think the direction too much.
 

CobeSlice

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If the text is still happening too quickly, you can always just add a "Wait" command in the move route or between it and the Show Text command. Set it to a generic number, like 120 frames (2 seconds) and play test it. Then, adjust accordingly.

I'm not sure if the "Move Towards Player" command in Set Move Route only moves one grid space at a time, but I'm guessing it does as that's how most Set Move Route commands work. If your NPC is roaming, you may need to put in an excessive amount of "Move Towards Player" commands to get him to the desired location. With this technique, you'd also have to check on "Skip if Cannot Move" as you want the commands to stop running if the NPC gets to its destination before all of the commands run.

While it's easier to do this with an NPC who is standing still (as his movement will be more predictable) in theory it should be possible to do this with a roaming NPC too. I find that when building cut scenes (and believe me, you ARE building a cut scene whether you think so or not) it's best not to over think the direction too much.
I guess when I think cutscene I think these big epic movie-events that take full control over my character until and do all sorts of fun stuff... Not simple things like just stopping someone from walking up the stairs. Lol.

Along these lines then... when I'm building my opening scene and having the characters walk through town, do I need to use the Move Route and add "Move Up" 15 times if I want them to move 15 tiles, or can is there a way I can put in a "Move to ___" and enter coordinates or something?
 
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RyokuHasu

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you have to be precise with your movements or it will look like crap watching them try to figure it out for themselves, and it will be different every time they attempt.
 

CobeSlice

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you have to be precise with your movements or it will look like crap watching them try to figure it out for themselves, and it will be different every time they attempt.
Eep. Good to know. I guess I'll just keep the long-winded scripting for the cutscenes and be damn happy about it. Lol.

Can I ask more questions without "derailing" this topic, even if the question has NOTHING to do with the interruption event? I don't wanna get warned.
 

Needle

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To answer your question directly, yes - you need to put in the correct number of "move" commands. If you want your character to move up 15 squares, then your Set Move Route needs 15 instances of "Move Up". This is why trying to get a randomly moving character to Move Route can be tricky - because you never really know how to get that character to a destination from an unknown or unspecific location. I'm not saying it's not possible - but it's tougher, for sure.

Try adding thirty "Move Towards Player" commands in your Set Move Route Chain, but then check on "Skip if cannot move" and "wait until completion". Then, if your NPC is at least within 30 blocks, he'll inch right up to the player, and then say his line immediately after. In theory, of course.

You could even put a second Set Move Route directly after the NPC's line to make him back off away from the player a few steps.
 

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