"set move rout" ignores more than one movement in a direction...

Ashton

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I'm trying to create a scene where an NPC character walks into the room. My 'walk in' event is set to execute at the correct time, but when I set my move rout to

$>Move Up

$>Move Up

$>Move Up

$>

when the event executes, the image only moves up 1 time. (same happens with all four directions) I can use the 'jump' command over and over but then players are wondering exactly why the character is hopping around like a rabbit... can somone tell me what I'm doing wrong?
 

Shaz

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Please post a screenshot of your event, and a screenshot of the map (in the editor) with your problem event selected so we can see what's around it.


When you do the screenshot of the event, show the WHOLE event window, not just the commands. And if it has several tabs, show each one.


We can't help you with a description alone for this problem - we really need to SEE it to get all the information that you probably don't think is important.
 

Andar

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At first guess, it looks like you have a timing problem, either because you forgot to check "wait for completion" or because you have several different move route commands afecting the same events (that's why we always say you have to make a cutscene from a single controlling event, no scattering of the commands through several events).


That will become visible as soon as we see the screenshot where the other options of the move routes can be seen instead of only a short part of the command sequence.
 

Ashton

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Please post a screenshot of your event, and a screenshot of the map (in the editor) with your problem event selected so we can see what's around it.

When you do the screenshot of the event, show the WHOLE event window, not just the commands. And if it has several tabs, show each one.

We can't help you with a description alone for this problem - we really need to SEE it to get all the information that you probably don't think is important.
Was hoping it was a simple bug like "you have to change X or add Y to do more than one" I'll post the info below.

At first guess, it looks like you have a timing problem, either because you forgot to check "wait for completion" or because you have several different move route commands afecting the same events (that's why we always say you have to make a cutscene from a single controlling event, no scattering of the commands through several events).

That will become visible as soon as we see the screenshot where the other options of the move routes can be seen instead of only a short part of the command sequence.
I have like 10 events that are all controlled by one main event. The main event activates certain switches that turns the other events off and on (afaik it's impossible to do everything I did with a single event (I have like 6 different graphics moving, animation playing, and tiles changing))

Also "wait for completion" is greyed out...

Here is the main event:

and here is the actual walk-path (there is a second one 100% identical except for the graphic)

 

Andar

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Also "wait for completion" is greyed out...
That is because you're using autonomous movement - you should never use atonomous movement inside a cutscene, ONLY set move route commands in your main event.
As far as I can see (the code is a bit small in the picture), NONE of your events is controlled by your main event, you're only turning on swithces and let them choose their own commands.


Do not use switches to activate commands in other events, put those commands into the controlling event, and it will work.
 

Ashton

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That is because you're using autonomous movement - you should never use atonomous movement inside a cutscene, ONLY set move route commands in your main event.

As far as I can see (the code is a bit small in the picture), NONE of your events is controlled by your main event, you're only turning on swithces and let them choose their own commands.

Do not use switches to activate commands in other events, put those commands into the controlling event, and it will work.
Thank you, I'll try that tonight :)

EDIT:

Actually I just tried it, still one step. If I set it to "wait for completion" the game just hangs.

https://dl.dropboxusercontent.com/u/8499597/Game_Problem/new_move.png
 
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YoraeRasante

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Is the map really walkable?

Serious question.
Try adding a through to see if the problem still happens.
 

Ashton

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Is the map really walkable?

Serious question.

Try adding a through to see if the problem still happens.
This makes zero sense. I walked all over that map (originally while I was developing the cutscene it was activated by an action button)

...but that still fixed it x_x...

I dont understand why they could 'jump' but not 'walk' without 'through' turned on, but it seems to ahve solved the problem (wait... can one event not pass through other events without 'through' turned on? there were two other events in front of the moving ones...)
 

Andar

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yes, events block the movement of other events unless through is ON, that is the reason for your problem...
 

Shaz

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If you change an event to a blank page, you've got to make sure it's set to Below Characters (though I'm not even sure that will work for events going through other events) or erase it. An event with a blank page is still an event that the engine detects, even if you can't see it.
 

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