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
