Hi Shaz, I have a problem with your pathfinding script and it's very hard to explain.
So here is my map layout
I wanted one by one the characters go to a position. There should be enough breathing space for the pathfinding to make a path I think?
But I noticed the smart pathfinding just fails randomly even though I have put adequate wait times like this:
But the issue is the last character walks like this instead!
What are you expecting to happen here? For the event to move towards / follow the player as soon as switch 7 is turned on?
Your trigger is set to Action Button, so this will only happen after you interact with the event. I'm guessing this is probably not what you're after. What is on the first page of the event?
If you want this event to start moving towards the player as soon as that switch is turned on, then put the plugin command into the event that turns on that switch instead of this one, and the plugin command will be SmartPath 32 -1.
Which map are you on when you get this error? The error (on map 9) is happening because you're telling it to make event 32 approach the player. But there is no event 32 on that map.
Is the switched turned on on one map, but the event you want to follow the player is on a different map? If that's the case, then you need to do it a little differently. An event on one map cannot tell an event on another map to do something, unless you use a switch. So remove the plugin call from event 5 on map 9, as well as from event 32 on map 2. Create a NEW event on map 2 that is conditioned by switch 7, set to parallel process, and has the plugin command followed by an Erase Event command.
This way, the switch is turned on when the necklace is picked up, and when you go to map 2 this new event will make the ghost approach the player.
Okay I got the same Error Message, but this time It has the correct event stuff, In the Childs room I did everything you said and set the event to follow the Player, so It would be "SmartPath 6 -1 " Right?
Your events are a bit confusing. Switch 7 can be turned on from multiple events here. I didn't realise event 6 on this map was the ghost. You have the plugin call on 2 pages on this event as well.
Because the switch can be turned on via several events, I'd do the same thing here - remove the SmartPath call from event 6 (both pages) and 5 and any other events that have it, then add a new event, parallel process, conditioned by switch 7, with the plugin call (SmartPath 6 -1) followed by Erase Event.
Hey, So I am having a bit of an issue with cancelling a SmartPath for when a Switch is on, and reactivating it for when a Switch is off, trying to make a Hiding Mechanic for my game. Any Idea what I am doing wrong?
My thing is like this:
If : Hidden is ON
Plugin Command: SmartPath 3 cancel
If : Hidden is OFF
Plugin Command: SmartPath 3 -1
Is this how is it Supposed to go? If Not, How will I go about doing it?