multipule event's moving in a cutscene

bgillisp

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The issue is you have move route this event, move route player, move route this event. There is no time for the first move route to be applied before the second one comes up for this event. So you *have* to put a wait somewhere between those, else the first one never executes.

If the game hangs due to waits, that is because events cannot *ever* go through another event, period. To fix that you have to set through to on for the event you wish to move.
 

Oddball

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Thank you bgillisp. I think that's all i needed to know to fix the problem. I didn't have through on because i don't think that was one of the tools i experimented with on the 7 experimental projects i did.

I had wait inbetween the move routes, but it kept freezing because i didn't know what through did

I suppose showing the whole event would have been helpful

I just have one last question... would setting the wait number to 1 make it look like the events are moving at the same time?
 
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bgillisp

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All wait(1) does is tell it to wait one frame (1/60 of a second). What I suggest instead is have the wait on the last event you want to move in the sequence. For instance, if you want this event and the player to move at once, check wait for completion on the player (that way both will appear to move in sequence).

It may take some playing with the timing of the waits and order of the move routes to make it look good. I usually find putting the event with the longest move route last and checking wait for completion works pretty well.

Just be careful. If one of the events goes off screen it may never finish moving, as some scripts disable updating events that are offscreen!
 

Andar

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the waits wer't at random, they were after each command.
That alone tells me that you got it wrong, because I wasn't talking about the wait command - I was talking about the wait option inside the set move route command. 
And that option doesn't have a number to wait, it forces the event to wait until the move commands are all executed.

However, as you can see from the picture, there applying move routes to 2 different events
Again, that is wrong - you're moving the player and "this event", there is no second event commanded to move. If the two set move routes that are both moving the same (this) event are supposed to move different events, then you should have changed the target of the move route - and then that is most probably the bug.
As for letting different events (or the player) move at the same time, that is when you need to disable the wait option in the move route to allow the different move routes to be executed at the same time and only put the wait inside the last move route. But that only works for move routes on different targets, not for different move routes on the same target.
 
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Oddball

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At Andar. I already had the wait command inside the move route off. As you can see from the picture it doesn't say "wait" at the end

Anyway. I got the event to work by turning "through" on.

I guess the player isn't an event, and I'll try to use the proper terminology next time. Because we're really arguing about something trivial that doesn't really matter to this case
 

Engr. Adiktuzmiko

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If it only worked with Through On, then it means that you're trying to move it before to a place that is blocked... either a non-passable tile, or another event or the player
 
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