And please, always name your switches even if it is only for test projects.
Thanks, I named them properly now.
you misunderstodd - the empty moveroute should be in event B to cancel that what you placed in the other event.
after all you want B to cancel what you ordered in A when the button is pressed.
Yes, I mean, if there are movement M1, M2, M3, M4 in event A, and now the M2 is running.
Then I press 'ok' button to trig event B (empty movement in event B ), M2 will be cancel, but M3 M4 will continue, even after the sw [0018: intro off] is on.
Check out one of my tutorial, Skippable Event for further detail. Link on my signature.
Thank you for detailed tutorial. It works perfertly for opening animation.
I found there need to be another empty movement in pape 1 for cancelling the running movement, because the running movement will not immediately be canceled after self-sw is off.
you misunderstodd - the empty moveroute should be in event B to cancel that what you placed in the other event.
after all you want B to cancel what you ordered in A when the button is pressed.
EDIT:
And please, always name your switches even if it is only for test projects.
It should be : [0018: intro off] and not [0018]
there are very few things that cause bughunts to be worse than switches and variables that are accidentally used twice, and naming them is the easiest way to prevent that.
And only the switch can cause the event to stop, no interpretercommand can do that
Thank you for guidance, I find the reason.
When I change event B from "parallel" into "autorun"
and change event A from "autorun" into "parallel" .
Then the sw [0018: intro off] can cancel the event A.
where did you get command115 from? I didn't say to put that in.
So if you've almost got it working, just do another Set Move Route on the player with no movement commands. That will cancel the move route that's already in place.
Thank you for guidance.
I find following code works for parallel event.
EDIT:
I find the code works perfectly for parallel event, not useful for autorun event.
And the running movement will be cancelled in the while.
Code:
$gameMap.event(Prallel_Event_ID)._interpreter.terminate()