Move Route Gives Unexpected Behaviour

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vipar

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Okay this is really odd.

Here is the event:



And here is the map:



The weird behaviour happens on the tile just before the NPC leaves the office. Basically, instead of going through with the full move route command, it stops at this tile:



It then turns 180 degrees and goes two steps back where it came from and looks to the right. Then just stands there forever.
 

Shaz

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Autorun events loop by default. To stop them from looping when they end, you have to turn on a self switch and create a second page conditioned by that self switch.


I assume your event begins by making an event take two steps up then move right.
 

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Autorun events loop by default. To stop them from looping when they end, you have to turn on a self switch and create a second page conditioned by that self switch.

I assume your event begins by making an event take two steps up then move right.
No look in the picture:



This is when the NPC Guard stands right across from the guy in armor in the office as can be seen on this picture:



Then the NPC leaves the office but only gets to the red tile I high-lighted then turns around and walks back. It never finishes the move route at all.
 

Shaz

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Show the whole event and mark on the map which tiles and events you're talking about. I can only see a tile marked red, but I don't know which of the 4 events you're trying to control, and can't see what happens at the start of your event. Does the dialogue happen?


Maybe the wait 30 frames isn't long enough for the move route to finish. Does the player move left and turn up? If they do, then it's exactly as I said - the autorun event is finishing, then starting over.
 

vipar

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Show the whole event and mark on the map which tiles and events you're talking about. I can only see a tile marked red, but I don't know which of the 4 events you're trying to control, and can't see what happens at the start of your event. Does the dialogue happen?

Maybe the wait 30 frames isn't long enough for the move route to finish. Does the player move left and turn up? If they do, then it's exactly as I said - the autorun event is finishing, then starting over.
No you are missing the point completely. The move route never finishes.

You can see that the event I high-lighted is when the NPC leaves the office. Everything else executes correctly but that last move route.

This is the intended route, shown in my event picture:



Here is what actually happens:



Literally everything else but that move route works.
 

Andar

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Which of your events is the controlled [guard 1]?


The move route does not fit to any of the events visible on your map, they would all be blocked much earlier unless you changed some passabilities.


Make a test if that event moves correctly with "through ON" - if yes, then there is something blocking some part of the movement (does not need to be the last commands, could be something earlier blocked that shifted the command list)


Which direction is "back"? if you're out of sequence you need to state into which direction (up/down/right/left) the event goes and faces, because only then we can see what commands it might be stuck at.


And check if there are other commands controlling the same events, as this might also mix everything up.


Edit: you posted while I was writing this...


In the part which you displayed, there is no sequence of "move up" commands. Find the event that contains the move route commands with "move UP", and then you'll find the problem - the displayed part of the event is NOT the cause of this, as it has no move up command.
 
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vipar

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In the part which you displayed, there is no sequence of "move up" commands. Find the event that contains the move route commands with "move UP", and then you'll find the problem - the displayed part of the event is NOT the cause of this, as it has no move up command.
But that is the point. It doesn't make any sense that this is the issue.

I deleted the whole move route part and re-did it. It fixed itself by doing so. Don't ask me how that works.
 

Andar

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But that is the point. It doesn't make any sense that this is the issue.
The computer never does anything on its own or on random (even the so-called random generators are never random, they only use complex mathematical formulae to have it appear to the human as random).
If the event goes up and then turn right, somewhere there was a command sequence of exactly that - and if it vanished when you deleted and redid the event, then this command sequence was part of the event, even if you don't realise what mistake you put into it in the first variant - because the computer also never can fix bugs by itself.


There are countless times where we told a user "you have to have a command that does XY somewhere", to be answered first "no, I checked everywhere and there isn't" only to get another week later a "sorry, there was one event I forgot to check, the command was there"...
 

vipar

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The computer never does anything on its own or on random (even the so-called random generators are never random, they only use complex mathematical formulae to have it appear to the human as random).

If the event goes up and then turn right, somewhere there was a command sequence of exactly that - and if it vanished when you deleted and redid the event, then this command sequence was part of the event, even if you don't realise what mistake you put into it in the first variant - because the computer also never can fix bugs by itself.

There are countless times where we told a user "you have to have a command that does XY somewhere", to be answered first "no, I checked everywhere and there isn't" only to get another week later a "sorry, there was one event I forgot to check, the command was there"...
I also do work on my bachelor in computer science so I do have a theory myself.

Just a simple memory leak where it was contained in memory from another session I had.



Because honestly, nowhere in this is my event done wrong. I have done the exact same set of commands this time and it works now.

And that was the only thing I modified. So it's not like I am trying to save face, I am genuinely confused. Computers *can* be faulty.
 

Shaz

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Can you please just answer the questions I have asked you?


DOES the player move left and turn up? Is 30 frames (half a second) long enough for the move route to complete? Given that you've got 10 steps to take, I doubt it very much.


Also (side point) - you don't need to do a Turn Down before you do a Move Down. When you move in a direction, the event will automatically turn to face that direction.
 

vipar

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Can you please just answer the questions I have asked you?

DOES the player move left and turn up? Is 30 frames (half a second) long enough for the move route to complete? Given that you've got 10 steps to take, I doubt it very much.

Also (side point) - you don't need to do a Turn Down before you do a Move Down. When you move in a direction, the event will automatically turn to face that direction.
The problem is already solved. Thanks for the tip on turning though.

And I already answered your question earlier:

Literally everything else but that move route works.
 
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Andar

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Because honestly, nowhere in this is my event done wrong. I have done the exact same set of commands this time and it works now.


And that was the only thing I modified. So it's not like I am trying to save face, I am genuinely confused. Computers *can* be faulty.
But that picture does not show the entire event, and because you did not set the "wait for completion" on that move route, it WILL run parallel to other commands. There just had to be another command controlling the guard somewhere that also runs without "wait for completion", and both move routes will interfere with each other.
And because "wait for completion" is set by default (you have had to manually remove it in the sequence above), this could easily be the fix for the problem.


Seriously - why did you remove the wait for completion and then add a wait command to let the player wait until the guard finished its move? It would have been easier to require the autorn stop at the move route command and reduce the wait numbers for the remaining needed story-wait...


Edit:


And we would always like to get to know the real cause for the problem, because


1) others can learn from it only then


2) very often the problem wasn't solved by such rewrites and the OP came again with the same problem later, if he/she didn't understood what went wrong
 
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Shaz

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If "everything else" means the player DOES move left and turn up, then the problem is exactly what I said it was.
 

vipar

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But that picture does not show the entire event, and because you did not set the "wait for completion" on that move route, it WILL run parallel to other commands. There just had to be another command controlling the guard somewhere that also runs without "wait for completion", and both move routes will interfere with each other.

And because "wait for completion" is set by default (you have had to manually remove it in the sequence above), this could easily be the fix for the problem.
Seriously - why did you remove the wait for completion and then add a wait command to let the player wait until the guard finished its move? It would have been easier to require the autorn stop at the move route command and reduce the wait numbers for the remaining needed story-wait...
I don't think you are reading my picture correctly.

In the picture, the guard no-wait is intentional. I only make a 30 frame wait to make sure the guard moves out of the way just before the player is moved to take the guards spot. It looks better than instant moving.

The wait on the players movement that comes after is to make sure the player is in front of the general, before the general starts to talk.

Besides, there is no point in showing the rest of the event because the event that came before executes to completion where the guard is taking the player to the general to begin with. I made this in segments so I don't just jump to the next before the preceding event works. And given that the only single thing I changed was re-doing that specific event I have taken a screenshot of, there must have been something wrong that was unexpected behaviour as compared to a scripting error on my end.

 

If "everything else" means the player DOES move left and turn up, then the problem is exactly what I said it was.
No because it's one single event. It was only a portion of the event that would then have been "starting over". That makes no sense when it was completed earlier. It would still mean that the NPC would go up eventually as it reached that specific point of the walk route. But it didn't. It just starred at the wall forever.

But honestly, it doesn't matter, because it works now :)
 
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Shaz

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