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How can I make my player movable again after using the set move route command on him for a cutscene?
Well you want to have a switch turn off or whatnot after the move event, so it doesn't loop(if It's a autorun event), and well that should be it.How can I make my player movable again after using the set move route command on him for a cutscene?
you'll need to have a second page of that event, after the move is done turn on a switch to activate page 2, and on the bottom near the sprite selection, select custom movement in the movement type options, now input route(now player is free to follow, if the player wants to)Ok, let me see if this might help explain it a little better. I have an event char that once you bring her something she runs to another part of the room. I need her to pass through my char, continue on her path but also then after she passes through my char i want to be able to control him again so I can be free to follow her or just leave the building.
Yea, keep it on action button, and do what my last post suggests(lol or a 5th page in your case).Also, when having this on auto-run instead of action button, my character keeps repeating his action and it makes the other char's action mess up a little too.
You misunderstood what is going on, OP wants a NPC to move a certain route, then keep going a set route while letting a player move freely.there are only two possibilites why a player is not responding to a move command:
1) there is an active autorun that needs to be switched off - the player cannot move during an active autorun.
2) the player is in a position where all spaces around him are blocked or impassable.
Check if the player still turns when you try to move.
If he turns (turning up instead of going up), then it's case 2
If he doesn't turn (continue to look left when button up has been pressed), then it's case 1
in case 1, check all events and make sure all autorun pages are switched to non-autorun
in case 2, check tileset for passability (including that the first tile of B needs to be set to star) or if there are events "same as player" around, blocking the move.
Exactly - as the OP told, the player has become unmovable after doing the cutscene.while letting a player move freely.
Exactly - as the OP told, the player has become unmovable after doing the cutscene.
And that is all I've written about - you can't jump to the conclusion that it's a problem with the cutscene commands, you first have to check if it really is an autorun from the cutscene blocking, of if the cutscene left the player at an unmovable position.
Read past the first post, the OP asked the wrong question/it in the wrong way.The OP asked in the very first post how to make the player moveable again after doing a set move route on the player.
Set move route commands for the player automatically terminate with the cutscene - the only way to block a player's movement after a cutscene has ended is if either the cutscene didn't end (there is still an autorun running) or if the set move route positioned the player at a place in the map that is impassable.
Your entire first answer ignored the possibility that the player is now in an unpassable region of the map (for whatever reasoning), and the OP's answers clearly indicate that the autoruns were already off.
If that event in the screenshot is the last one that runs, then the problem has to be in the tileset or on the map, because nothing there can stop the player from moving, and it can't be an autorun because that event (with its action button) wouldn't be processed in case of an autorun.
It might be the case that the player is blocked because the event movement is blocked - but again, that is something on the map or the tileset and has nothing to do with setting the event to another page (which wouldn't happen until the command is reached, and that wouldn't happen if the moveroute is incomplete - back to the map problems).