Starting a dialog after moving an event.

Nelfe

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Hi all,

I'm stuck by something that seems so easy : I want that an event (a NPC in fact) start a dialog (a text box) with the player after moving toward him.

First part of the event has no problem : the character can't move (as I use a parallel process) and the "event-NPC" is correctly moving toward the player.

But then... I don't know how to start the discussion. I try using the event position through variables, but it doesn't work. And everything else I tried doesn't work (the dialog start immediately even if the event is not next the player, or doesn't start at all). I know it's easy and I'm missing something, but I can't figure what, so I beg for your help :D
 

Engr. Adiktuzmiko

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1) PLEASE POST SCREENSHOTS OF YOUR EVENT PAGES, THE WHOLE PAGE


what no. if you use parallel process, the player should be able to move...


anyway, you possibly made the move route to not wait or something...
 

Nelfe

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It was a mistake, I want to say "autorun", so the player can't move (that's what I want).

There is a picture of the event :



The coordinates are the coordinates next to the player (X=005 and Y=005).
 
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Engr. Adiktuzmiko

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possibly the move towards running amok... why not just give it a definite move route? since you know exactly where the player is anyway
 

Nelfe

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There isn't any problem with the event moving ; the problem for me is to start the discussion when the event reaches the position. Wherever I put the text, with or without conditions, the text appears at the beginning of the event and not when it arrives next the player.
 
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Engr. Adiktuzmiko

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are you sure you don't have any parallel process common event or some other script that might be setting those variables?

Wherever I put the text, with or without conditions, the text appears
it could be you have actually another autorun there that shows the text, making it appear like it shows on the start of the event
 
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Nelfe

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There isn't any other parallel process. I have two other events, one basic who called a script, and one another that show text when the player touch it. No link between them and my event.

I saw this in every game, they make an event move toward something and then a text appears, why this is so difficult :(
 
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Zakreyus

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All you really need to do is change your event a little bit. Make an autorun event on the side of the map that moves your "npc" to infront of the player, or wherever he needs to be, then have - in the same event! - a show text. Make sure when you use the set move route that you tell it to wait until completion. If you do it thusly, you should have no problems.
 

Celianna

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There isn't any other parallel process. I have two other events, one basic who called a script, and one another that show text when the player touch it. No link between them and my event.


I saw this in every game, they make an event move toward something and then a text appears, why this is so difficult :(
Well you're doing it rather weirdly. Why not make the event take a predetermined path (step down 4 times), and then start the dialogue without any conditional branches or setting variables to coordinates?
 

Zakreyus

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You don't necessarily NEED those conditional branches either; like Celiana said, if you set it so there's a predetermined path you can simply input the show tect command after the movement has been completed.
 

Zoltor

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It was a mistake, I want to say "autorun", so the player can't move (that's what I want).

There is a picture of the event :



The coordinates are the coordinates next to the player (X=005 and Y=005).
Yea it looks like you're doing it the hardest way possible, if there is a set position you want a discussion to take place, just use move route to move the event into position, then put show text.

if it was based on char/other event positions that are ever changing or something, then I could see, but if you know the exact position that the event/char is gonna be at, just use move route.
 
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Shaz

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Your move route is not set to repeat. So your NPC will take ONE STEP towards the player, and then the conversation will start.


Don't even use a repeating Move Towards Player event, because it doesn't do any pathfinding. Your NPC could end up getting stuck behind something, and as your player can't move, she'll never get there.


Just do as others have said and fill in the move route completely, specifying the exact steps to take.


Note, AFTER the conversation is over, you'll need to turn on a switch or self switch then add a new page to that event, otherwise it's just going to keep repeating (and in this case hang the game, because once the NPC has moved to the player the first time, they'll get stuck on the second attempt at the move route)
 

Nelfe

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I must say it's weird because before it doesn't work; but I've just tried once again... and now it works properly ! Thank you everyone ;)
 

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