I mainly just wish for this ''character'' vehicle to transition the other side of the map smoothly.
I understood that, what I mean is that, depending on how the player is supposed to interact with this event, you might have to move it differently.
There are many possibilities, and a few of them have already been mentioned by other users. However, in the end, everything depends on the type of interaction that this event has with the surrounding environment.
The easiest thing is definitely that of moving it as a character (an event in this situation) and a possible solution would be that of performing a block transfer from the real image bitmap to the event bitmap. This is something relatively easy to do, but it requires a bit of coding and a certain degree of knowledge of the built-in methods of RGSS3, including those of classes that are documented in the help file and not present in the script editor.
If you do not want to code that, you can pick a different solution. There is no such a thing as "perfect solution" that works in every situation. Each solution is meant to solve a particular problem, and which solution you should pick depends exactly on what kind of problem you are trying to solve.
Here are a few examples of different situations requiring such an event to move to one edge of the map to the other.
- The player can look at a street and military vehicles are passing by. The said street is not accessible and the vehicles are simply there for the sake of giving out the feeling of a militarized zone, no interaction is possible between the player and those vehicles.
- The player has to board a train in a station, the arriving station and the departing station are, in reality, the same map, just a simple variable tells you where you are and where you have to be transferred to once you leave the map. For this purpose, the player can board the train and, to give out the vibe of leaving a station and entering a new one, the train has to leave on one side of the map and then go back from the other side. Interaction with the train is possible through the midpoint, where the entrance is located. The player can enter the train by clicking it and selecting a destination.
- The vehicle is patrolling a certain path and simply moves to the other side of the map when reaching either end, when the player tries to cross that path, the vehicle starts chasing the player and, whenever the vehicle sprite makes contact with the player's, a battle starts. In this case the whole sprite counts as a hit-box.
As you can see, I have already mentioned three situations where the vehicle (still an event) has to move from one end of the map to the other, but all of those situations have different kinds of interaction between the player and the vehicle.