Other events stop moving when an event is auto running

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NeoPGX

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So yeah I noticed that other events on the map will stop moving or whatever else they are doing when an event is auto running.

But I need them to keep moving, how do I do this?
 

ramza

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Auto start interrupts everything when it is happening. This is the only difference between auto-start and parallel process events. If you want other events to continue, you need to use parallel process instead.

Note that the player can still move when a parallel event is happening, so you'd need a way to prevent that if you expect them to stay in the same spot, or otherwise be part of the ongoing event.
 

Andar

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it seems that you misunderstood some parts of the engine and their intentions.

as said above autorun is defined as "stop everything else", that is the autoruns purpose.
parallel processes are to be run aside each other and the player, but also cause lag - having too many or too complex parallel processes will make your game unplayable.
autonomous movement is a lower-requirement way to handle event movement without parallel processes and with lower effect on lag.

to give advice on what and how to use best we would need more details on what you're planning to do however, because there are different ways to handle different things. For example a cutscene should be organised around a single controlling event that sends remote commands to other events, you should never need parallels to handle cutscenes.
 

NeoPGX

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Auto start interrupts everything when it is happening. This is the only difference between auto-start and parallel process events. If you want other events to continue, you need to use parallel process instead.

Note that the player can still move when a parallel event is happening, so you'd need a way to prevent that if you expect them to stay in the same spot, or otherwise be part of the ongoing event.

it seems that you misunderstood some parts of the engine and their intentions.

as said above autorun is defined as "stop everything else", that is the autoruns purpose.
parallel processes are to be run aside each other and the player, but also cause lag - having too many or too complex parallel processes will make your game unplayable.
autonomous movement is a lower-requirement way to handle event movement without parallel processes and with lower effect on lag.

to give advice on what and how to use best we would need more details on what you're planning to do however, because there are different ways to handle different things. For example a cutscene should be organised around a single controlling event that sends remote commands to other events, you should never need parallels to handle cutscenes.

How do I keep the player from moving during an event that is not an autorun?

It's the whole reason it's set to autorun from the start.
 

Andar

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How do I keep the player from moving during an event that is not an autorun?
you don't, that is exactly what you need an autorun for.

I suggest you take a step back and tell us what you want in your game instead of telling us how you want an unknown something to happen.
As I wrote in my post above I strongly suspect that you misunderstood how to do things. And we can only tell you how to do something correctly after you give us details of what you really want to do.

Because at the moment it sounds as if you want to make a cutscene but went at it completely wrong.
 

NeoPGX

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you don't, that is exactly what you need an autorun for.

I suggest you take a step back and tell us what you want in your game instead of telling us how you want an unknown something to happen.
As I wrote in my post above I strongly suspect that you misunderstood how to do things. And we can only tell you how to do something correctly after you give us details of what you really want to do.

Because at the moment it sounds as if you want to make a cutscene but went at it completely wrong.


It's not a cutscene, but I do need to keep the player from being able to move at all while it is running and I need other parts of the map to continue their movement as well.
 

ATT_Turan

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To be fair...if the player is unable to move while they're watching things happen, that sounds like the definition of a cutscene. :wink:

You also have not clearly answered a number of questions that have been asked by people trying to help you, which seems odd. So I'll reiterate this (which was already said): during an autorun, other events that are set to parallel will continue to function.

So if you have events that are NPCs with autonomous movement, or images you want to animate, whatever, just set their trigger to parallel as was mentioned above.

If that doesn't work for you, then post screenshots of the various events you're trying to combine, but there's no reason having one autorun (to lock the player) and the rest parallel shouldn't work.
 

NeoPGX

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To be fair...if the player is unable to move while they're watching things happen, that sounds like the definition of a cutscene. :wink:

You also have not clearly answered a number of questions that have been asked by people trying to help you, which seems odd. So I'll reiterate this (which was already said): during an autorun, other events that are set to parallel will continue to function.

So if you have events that are NPCs with autonomous movement, or images you want to animate, whatever, just set their trigger to parallel as was mentioned above.

If that doesn't work for you, then post screenshots of the various events you're trying to combine, but there's no reason having one autorun (to lock the player) and the rest parallel shouldn't work.

OK So I just need to make the events run in parallel instead of autonomous and they would still work like normal even during autorun?
 

ramza

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No.
If an auto-start event is running, all other events are paused. Full stop. Parallel or otherwise.
Your cutscene needs to be parallel to allow the other events to continue doing whatever it is they're doing. Of course, if the cutscene is parallel, the player will still be able to move.

The way I see it, you have two options:
  1. Find a way to disable movement during the parallel event
  2. Make it so that your autostart event is also moving the background events inside the autostart.
Or a third option: Don't have background events that need to keep moving when the autostart event is going.
 

caethyril

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Note that you can also temporarily immobilise the player by assigning them a move route. Be careful about this: if the player's move route never ends, the game will soft-lock! Characters only ever have one active move route by default, so you can end any active route by assigning the character a new, non-repeating route (e.g. with no move commands).

If an auto-start event is running, all other events are paused. Full stop. Parallel or otherwise.
Your cutscene needs to be parallel to allow the other events to continue doing whatever it is they're doing.
:kaoswt: This is incorrect. Some technical details on how the default engine handles map events:
  1. Assigned move routes (autonomous or otherwise) continue to process while events are running.

  2. Non-Parallel events must queue for the main "interpreter", a.k.a. "thing that turns event commands into code". Only one non-Parallel event can run at a time. When the main interpreter is busy running an event, standard player controls (move by input, open menu, etc) are disabled.

  3. Parallel events are not directly affected by the main interpreter, since they each run in their own interpreter. However, in certain situations they may have to wait for another event to stop using a shared resource, e.g. the message window.
The above points are not necessarily true if you are using plugins.
 

ATT_Turan

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No.
If an auto-start event is running, all other events are paused. Full stop. Parallel or otherwise.
Unless that's a change in MZ, that's not correct. I have several maps in my game where I have an extended cutscene powered by an autorun event, and I have other events using stepping motions and custom autonomous movement that are set to parallel and they go along the entire time just fine.
 

ramza

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Unless that's a change in MZ, that's not correct. I have several maps in my game where I have an extended cutscene powered by an autorun event, and I have other events using stepping motions and custom autonomous movement that are set to parallel and they go along the entire time just fine.
It is true, though. Move routes are not the same as events actively doing things. Those things are not run by the event interpreter, so they continue even when it's locked by an auto-start event.

I can assume, since move routes can't be interrupted by an auto-start event, that these other events are not using move-routes to do their thing, so my information was correct with regards to the current situation.
 

ATT_Turan

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I can assume, since move routes can't be interrupted by an auto-start event, that these other events are not using move-routes to do their thing, so my information was correct with regards to the current situation.
...the OP specifically mentioned wanting the other events on the map to keep moving...

But, in any case, there are plugins for MV to activate a lock on a player's controls, they may either work for MZ or be easily ported, which would be another solution.
 

NeoPGX

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you don't, that is exactly what you need an autorun for.

I suggest you take a step back and tell us what you want in your game instead of telling us how you want an unknown something to happen.
As I wrote in my post above I strongly suspect that you misunderstood how to do things. And we can only tell you how to do something correctly after you give us details of what you really want to do.

Because at the moment it sounds as if you want to make a cutscene but went at it completely wrong.

No.
If an auto-start event is running, all other events are paused. Full stop. Parallel or otherwise.
Your cutscene needs to be parallel to allow the other events to continue doing whatever it is they're doing. Of course, if the cutscene is parallel, the player will still be able to move.

The way I see it, you have two options:
  1. Find a way to disable movement during the parallel event
  2. Make it so that your autostart event is also moving the background events inside the autostart.
Or a third option: Don't have background events that need to keep moving when the autostart event is going.

Note that you can also temporarily immobilise the player by assigning them a move route. Be careful about this: if the player's move route never ends, the game will soft-lock! Characters only ever have one active move route by default, so you can end any active route by assigning the character a new, non-repeating route (e.g. with no move commands).


:kaoswt: This is incorrect. Some technical details on how the default engine handles map events:
  1. Assigned move routes (autonomous or otherwise) continue to process while events are running.

  2. Non-Parallel events must queue for the main "interpreter", a.k.a. "thing that turns event commands into code". Only one non-Parallel event can run at a time. When the main interpreter is busy running an event, standard player controls (move by input, open menu, etc) are disabled.

  3. Parallel events are not directly affected by the main interpreter, since they each run in their own interpreter. However, in certain situations they may have to wait for another event to stop using a shared resource, e.g. the message window.
The above points are not necessarily true if you are using plugins.

...the OP specifically mentioned wanting the other events on the map to keep moving...

But, in any case, there are plugins for MV to activate a lock on a player's controls, they may either work for MZ or be easily ported, which would be another solution.

As it turns out it has nothing to do with how autorun works at all. I was going through plugin settings when I saw this:

1619806576936.png

Both of the settings were set to true which caused the problem I was having before.

I knew something was off because having an event set to auto run didn't halt movement in MV or any of the other previous, older RPG makers I've used before and I own and have used all of them. :kaoswt:

Plugin in question is the Visustella Events Move Core plugin.
 

Htlaets

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It is true, though. Move routes are not the same as events actively doing things. Those things are not run by the event interpreter, so they continue even when it's locked by an auto-start event.

I can assume, since move routes can't be interrupted by an auto-start event, that these other events are not using move-routes to do their thing, so my information was correct with regards to the current situation.
That isn't even true. Parallel events continue to run while an autorun event is active. Autorun events only prevent other autorun and event/player touch events from running.
 

MushroomCake28

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