Set Movement Route

fimamati

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Hello everyone.


I have a path that is blocked off by five repeated events with different paths.


So basically I created an event, duplicated it and changed the path.


The first 2 duplicates work fine. When I duplicate it a third time all of them stop working correctly.


Why?  ;_;

◆Common Event:wait
◆Set Event Location:Bus, (19,17)
◆Set Movement Route:Player (Wait)
:                  :◇Turn Down
:                  :◇Turn Left
:                  :◇Wait:60 frames
:                  :◇Turn Down
:                  :◇Wait:2 frames
:                  :◇Turn Right
◆Set Movement Route:Bus (Wait)
:                  :◇Switch ON:0031
:                  :◇Opacity:255
:                  :◇Speed:5
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Switch ON:0032
:                  :◇Wait:60 frames
◆Set Movement Route:Player (Wait)
:                  :◇Turn Down
:                  :◇Wait:5 frames
:                  :◇Turn Left
:                  :◇Wait:6 frames
◆Common Event:waitoff
◆Set Movement Route:Player (Wait)
:                  :◇Turn Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left
◆Common Event:wait
◆Set Movement Route:Player (Wait)
:                  :◇Turn Down
:                  :◇Wait:60 frames
:                  :◇Opacity:255
:                  :◇Opacity:155
:                  :◇Opacity:100
:                  :◇Opacity:55
:                  :◇Opacity:0
◆Set Movement Route:Bus (Wait)
:                  :◇Wait:60 frames
:                  :◇Switch OFF:0032
:                  :◇Speed:5
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Opacity:200
:                  :◇Opacity:155
:                  :◇Opacity:100
:                  :◇Opacity:55
:                  :◇Opacity:0
◆Common Event:waitoff
◆Common Event:bustransition

The problem is here.

◆Set Movement Route:Player (Wait)
:                  :◇Turn Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left
:                  :◇Move Left

I just remove some of the move lefts.


it will either move an extra space or move when it's not suppose to.


By the way the wait and waitoff  is the character switching between his walking sprite and behavior.


Please help me .  I really need this monitor but every time this event fails it gets closer to falling out  the window.


Not that I have a temper or anything. >_>
 
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bgillisp

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It says you are moving the player 4 spaces to the left with that event. However, since you have wait for completion checked, it is going to wait until the player moves exactly four spaces, even if they cannot move 4 spaces (due to an obstacle in the way or something). What this means is if the player cannot move 4 spaces to the left for any reason, the game will freeze until the player finishes moving, which if that can never happen, the game will hang. Try it again with skip if cannot move checked and see what happens.


Also you may need to tell us what you want to happen too. I honestly don't know what you are trying to do with the events you posted, and chances are there is a better way to achieve what you wish to do.
 

fimamati

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Right. originally the event said to move the character 5 spaces, However, every time I duplicate it, I remove 1 space because the character is closer to the entrance.


The other thing is, the game doesn't freeze. It will add steps or remove them, so the character doesn't line up with the entrance.


I don't know if it has something to do with the fact it's an event inside of an event that is triggered with a self switch.


Here's what happened, I made a bus event from a map I didn't think was going to be used anymore.


Someone on my team says "we should have the character go back to that map.


I was like hmm I only made a one trip ticket.


I decided to just ad a chapter switch to make it so the character can travel back and forth.


I added this event to the original event.


so I have the original trip event and the switch event.


I don't know this seems difficult to explain.


You're probably right about there being an easier way.


Thank you for your time.
 

Andar

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You might want to follow the link "bughunting" in my signature and especially read the background info about parallel processes and the game loop there.


Each of those set move route commands basically creates an independent process in the game loop, and you will never be able to guarantee the order in which they are executed.


Which means that you have to be carefull about timing problems.
 

fimamati

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You might want to follow the link "bughunting" in my signature and especially read the background info about parallel processes and the game loop there.


Each of those set move route commands basically creates an independent process in the game loop, and you will never be able to guarantee the order in which they are executed.


Which means that you have to be carefull about timing problems.
Thank you. The "Bughunting" was a good read. 


So is that event considered being spammed by "set movement". sounds like every time I call the wait and waitoff may also be a problem.


We just wanted some movement to character without him moving his feet  And also to pick the correct clothing that match what the player is wearing. I originally changed the character image through the set move route. I guess I should do that again instead of the common event. I thought it was better since I'm always using it. inside the common event wait I turn stepping off which also happens to be "set movement".


also is it ok if I pin Bughunting? I'm probably going to need to read it again before it all sinks in :headshake:
 
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