Quanee

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Hello everyone,


I am having an issue with event pathing. My NPC (at the table) is tied to 2 different events, one for pathing, one for interacting with my hero. Pathing is super simple - walk right, turn down, walk rleft, turn down.

Now for the buggy part. I can talk to the NPC freely, he will turn toward me and say 2 random things I've got on a switch loop. If I stand on a red mark, he will just keep pushing until he gets there, no issues here either. However, there's this 1 second window where he turns to move, and if I start talking to him there, he will move toward black spot instead, completely destroying his pattern.

To put it simply, whenever I try to interact with pathed event the moment it's supposed to move, it will move to the opposite direction, screwing up everything.

Any help would be greatly appreciated.
B6jL0OX
 

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Andar

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Show us the event and move route pages, then we can tell you what to change.
 

Nolonar

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Any reason why you need a separate event for pathing?

Your NPC should be the only event you need for what you want to achieve (based on your description).
Just choose "Custom" for "Autonomous Movement", and define the "Route..." like you would in your pathing event.

Capture.PNG
Doing this will stop the NPC's movement, as soon as the player is interacting with it.
 

Quanee

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First attached pic is my routing, the other 2 are self switching dialogue options.

@Nolonar I've tried using custom movement, but it seems to be lagging out my NPC for a split second before turning down.
 

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Quanee

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I have just tested the "custom" autonomous movement and it's happening to it as well.
 

Andar

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Never, absolutely never place a loop inside a parallel process.
Parallel processes automatically loop, and the added loop will throw off all internal timing controls.

Additionally, the skip and wait options of the move route are the reason for the seemingly random behaviour...

Go back to start, the event needs to be done differently.
Please describe to us what you want to achieve with the event, and we will tell you how to do that.
Usually this should be done with autonomous movement and action button trigger, never using parallels at all.
 

Quanee

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@Andar Thank you, it would seem I have gotten rid of the first issue - weird pathing bugs. I have completely scrapped the event and made it to work with just autonomous event and it seems to be working just fine.

I'd like to only ask one more thing. Is it possible to make my event NPC movements more... fluent? He seems to be taking his time between movements, like few frames.
 

Andar

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Frequency and speed both affect movement.
And frequency is how often the movement is done or paused, you'll need it to max to eliminate random pauses and then adjust the speed slower if the event moves too fast.
 

Quanee

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@Andar Works like a charm now, I've been changing frequency on a wrong tab all this time... thank you.

Solved!
 

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