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This is a somewhat complex problem/question... please read my entire post before replying!
So, let's say I have Event 1, Event 2 and Event 3, which are all cutscene starters when the player walks over them.
Player happens to trigger Event 2 first and they go through the cutscene and now Event 1 and Event 3 are no longer needed. Event 2 turns on a self switch so it won't replay anymore and moves Event 1 and Event 3 off to some corner of the map where the player can't access them. However, if the player returns to the same map... Event 2 will not replay since it's self switch was triggered... however... Event 1 and Event 3 are back in their original positions and will play the old cutscene if the player touches them. Is their no way for Event 2 to turn on Event 1 and Event 3's self switches as well?
I know, in the above scenario, I could have Event 2 start a autorun or parallel process when its self switch is already on, to move the unnecessary events out of the player's reach if they reenter the map and I have done that before... however it just seems kind of messy to me. I'd much prefer just triggering the self switches for all events that need to be changed but I can't seem to figure out how to do that with just one event.
I don't know if you can do it with variables... I try to avoid variables as much as I can. They still confuse me.
Thanks for the help!
So, let's say I have Event 1, Event 2 and Event 3, which are all cutscene starters when the player walks over them.
Player happens to trigger Event 2 first and they go through the cutscene and now Event 1 and Event 3 are no longer needed. Event 2 turns on a self switch so it won't replay anymore and moves Event 1 and Event 3 off to some corner of the map where the player can't access them. However, if the player returns to the same map... Event 2 will not replay since it's self switch was triggered... however... Event 1 and Event 3 are back in their original positions and will play the old cutscene if the player touches them. Is their no way for Event 2 to turn on Event 1 and Event 3's self switches as well?
I know, in the above scenario, I could have Event 2 start a autorun or parallel process when its self switch is already on, to move the unnecessary events out of the player's reach if they reenter the map and I have done that before... however it just seems kind of messy to me. I'd much prefer just triggering the self switches for all events that need to be changed but I can't seem to figure out how to do that with just one event.
I don't know if you can do it with variables... I try to avoid variables as much as I can. They still confuse me.
Thanks for the help!

