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Ok, to the truest form, my question is whether I can have more than one trigger for one event.
I'm sorry if I got anything wrong, but this is my first post.
I've got an event with two event pages. One deals with when the event touches our player and the other is a parallel process. The parallel process is for "despawning" the event after a certain amount of time, if it hasn't been interacted by the player.* That doesn't seem to work, however.
This is the page that doesn't want to work, at all.
PAGE 1 (Parallel)
Here is the other page that actually works. This is where the player interacts with the said event.
PAGE 2 (Event Touch)
If you do suggest another way of despawning, please don't, unless I'm able to apply it to the following scenarios. I'm dynamically generating a lot of events using a script. Using switches wouldn't really help in that respect. Anyhow, the event I'm discussing about is the "prefab" event. If there is any other way that I would be able to utilise in those scenarios, please do enlighten me.
I'm sorry if I got anything wrong, but this is my first post.
I've got an event with two event pages. One deals with when the event touches our player and the other is a parallel process. The parallel process is for "despawning" the event after a certain amount of time, if it hasn't been interacted by the player.* That doesn't seem to work, however.
This is the page that doesn't want to work, at all.
PAGE 1 (Parallel)
- Wait : 120 frames
- Erase Event
Here is the other page that actually works. This is where the player interacts with the said event.
PAGE 2 (Event Touch)
- Change Gold : + 10
- Play: SFX (1, 100, 0)
- Erase Event
If you do suggest another way of despawning, please don't, unless I'm able to apply it to the following scenarios. I'm dynamically generating a lot of events using a script. Using switches wouldn't really help in that respect. Anyhow, the event I'm discussing about is the "prefab" event. If there is any other way that I would be able to utilise in those scenarios, please do enlighten me.



