More than one trigger for one event

GrassDinosaur

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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)

  • 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.
 

mistFAWKES

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i believe the furthest-right event page who's prerequisites are met takes precedence. ie only one can be active at a time(someone correct me if i'm wrong there). you'll have to set up another event to manage your decay mechanic.
 
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Andar

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Please give full screenshots if you want help, because (as said above) the conditions and page priority are vital parts of multipage events.


That said, if you use erase event then the event will be restored if the player leaves and reenters the map, but the parallel process can't be active at the same time as a different page of the event, you'll need to handle the timing in a different way
 

GrassDinosaur

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Please give full screenshots if you want help, because (as said above) the conditions and page priority are vital parts of multipage events.


That said, if you use erase event then the event will be restored if the player leaves and reenters the map, but the parallel process can't be active at the same time as a different page of the event, you'll need to handle the timing in a different way


That explains almost all of my problems, regarding the page priority. My screenshots are attached to this post.


If possible, what's another way of handling the timing? Is there any way to use two triggers for one event?

idek1.PNG

idek.PNG
 

Andar

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No, only one page can be active at any given time - and which page is always determined by conditions and page priority. If several pages have their conditions true (or not set conditions as in your case), then only the page with the highest number will ever be executed.


I suggest you follow the link in my signature to the starting point and work through some of the event tutorials listed there - I don't have the time at the moment to explain every details of using page conditions to switch off events.
 

GrassDinosaur

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No, only one page can be active at any given time - and which page is always determined by conditions and page priority. If several pages have their conditions true (or not set conditions as in your case), then only the page with the highest number will ever be executed.


I suggest you follow the link in my signature to the starting point and work through some of the event tutorials listed there - I don't have the time at the moment to explain every details of using page conditions to switch off events.
Yes I do realise that switches and conditions do exist (and I have used it in other parts of the game) but the project I'm working on is dynamically creating hundreds of events invisible in the editor. I, however, found an answer to my problem. I am very sorry if I've bothered you, but I will make sure to check your tutorials in order to better prepare myself next time. Thank you for helping me, however. ^^
 
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