Switch/Triggers causing NPC's to disappear or become invisible.

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Meiya

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Because you should never assume, its 4 minutes more. If your time was too precious you would not be a global mod on a RPG making forum. 

That's why I have a control self switch setting to ON going to a blank page, so it removes it from auto-looping. I have tried it without that and it does not run at all if I do not set it to auto run. 

This is why you needed to watch the video so you can see how the event is reacting.Maybe it will help, maybe it won't.

That page is there to delete/remove the sprite and prevent auto looping. 

I ran out of self control switches (you only have 4, A B C and D) That event page is there to remove the sprite, without it she keeps walking down and loops/breaks the game forcing a hard crash. That page was not useless, it was there to prevent auto looping, once I deleted it as you instructed it broke my event.

If there is a delay I don't see or sense it, the event works fine without much delay at all. Perhaps that is only the issue when it comes to a map that does not have many events like these, and with more that would cause problems, for now when I run the event, I don't see any delay other than when I add in a wait timer.

Those "Event sprites" will have more purpose later in the cut scene that is why they are set to auto run, but I wanted to figure out why the event graphic disappears during speech.

Im giving you guys the information and the events and doing what you tell me keeps messing up my event. and making it not work entirely.

That tells me one of two things.

1. I need to rebuild it entirely different. Or 2) you don't understand what Im doing and are giving me the wrong information to my problem

I am AWARE that it is the event graphic that is disappearing, I clearly said that in many above posts and in the video, and said that the cause of the problem has something to do with the Event graphic and speech dialog. 

I am getting extremely frustrated at this point. You have to understand.

I have already watched numerous videos and read lots of guides on switches I do appreciate that and will look at it as I'll probably learn something else the other things didn't show me.

Its okay though I made a complete backup copy of the game before I started any of this.....
 
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GrandmaDeb

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Because you should never assume, its 4 minutes more. If your time was too precious you would not be a global mod on a RPG making forum.
Meiya, dear, NONE of us has either E.S.P. not the desire to assume what is in your project.


This is why it is YOUR responsibility to post screenshots NOT videos.


And why it is YOUR responsibility to explain your problems clearly and try things in an orderly manner.


And why it is YOUR responsibility to learn what you can.


Trust me, the tutorials will really help you.


And Andar is one of the most helpful, respected members of our community. He is trying to help you.


Videos simply do not provide the info needed to debug events. At all.


****take the tuts**** ;)
 
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Meiya

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It would be easier if I could simply copy/paste the code in :D

Responsibility and capability are different things. I don't know entirely what you need and even when I gave it, following the instructions given, only broke my event. Before the event worked but only with the issue that the sprite event graphic disappears during speech.

I wanted you to see where the sprite graphic disappeared because I could have missed something.

Many times just showing what is happening could be a common problem and seeing how it is reacting or performing ,ect ,ect,ect would tell you what is wrong. 

There are mulitple events being tied together with strings of switches and triggers. When you make me post you only "certain" information , you give me info that breaks the event.

(Not anyone specifically, that is just in general how it happens sometimes)

Thats why I am showing the ENTIRE event. You can see where it "Breaks" and where the problem starts/ends. That along side the event code is helpful in knowing where to look.

People telling me something is broken when it is having no negative impact on the event or the game currently is irritating. ESPECIALLY when the proposed change BREAKS the event. 

Please understand how frustrating that is to me.

I have watched and looked at several videos, and read lots of tutorials.

So may be better than others. 

That is why I made the video. So you can see how the event runs and where it breaks.(It doesn't really break,just the event sprites disappear during speech text bob popups)

What is the difference in making a video that shows the code, where you can pause it, and posting a stationary screenshot that limits your information.

This isn't a simple 1 page Event, it is a multiple-map-Cut scene. I had to do things a certain way to make it work due to limitations.

I did both.

I swear at first glance that looked like "take the nuts" Lol

Thats why I am here, to learn what I can. 

You can read read read read all you want, but you need experience through trial and error before you retain it.

Meiya, dear, NONE of us has either E.S.P. not the desire to assume what is in your project.
Thats why the video! So you have a little understanding what my event is meant to accomplish as well. 

You might fix my problem,but break what my event was meant to accomplish. Now you you understand why I posted that video? 
 
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bgillisp

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You might have to, at this point, post the entire project for someone to look at. I don't think we are going to be able to figure it out because the event logic is all scattered like this. Even then, it might not be figureoutable. This is why we are telling you over and over to move everything to one event. Sure, you might have multiple maps. That is handleable. Here is how if you are interested (the short version):

On map one, start an autorun which starts on a condition. If this is the start of the game, just have it start, with no condition. Once it goes as far as it can on that map, transfer the party to the new map, turn on any switches needed to activate the next autorun on the new map, then turn off the first.

The way I do this in my game is I have a variable set for plot flow. At the start of the game it is zero. The first event is set to run if that variable is >= 0 (which it always is). Page two is a blank page, set to run if variable is >= 1. At the end of page 1, I set the variable to 1 now. This disables the autorun.

On the next map, it is set to run if that variable is >= 1, page two (which is blank, set to action button, same as players) is variable >= 2. Run the event, set the variable to 2 when done or on the next map transfer.

If you do it this way, it will work. So far I've managed to use this for a 5 - 6 map cutscene across 3 - 4 maps successfully.

Anyways, I hope that helps tell you how to do an event across multiple maps with no problems with one autorun per map. If not useful for this time, keep this in mind for next time, it might help.

Now, back to the vanishing sprite problem. Did you check for scripts? I don't see where that was answered. Scripts can cause this if a switch is turned on, and if that switch is the same as the one you are turning on for your event, that might explain it. That's why I suggested moving all your switches to 101 onwards, as almost no scripts use any switches after 101. Also, having blank pages on autorun or parallel process can cause problems too (not to mention how much lag your game already has. It will become unplayable at about the 50th event, if you are lucky enough to get that far).

Edit: By the way, don't feel bad, I learned for my game by trial and error. I wish I had a copy of what my project looked like in its first week to show you, I was doing the same thing you were. I had to finally scrap it and start over, and the second time it worked. I still feel sorry for the IGMC judges who had to play my game (Andar, weren't you one of those judges?)
 
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Meiya

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I posted a video showing the entire event already.

The variables thing seems like it would help greatly, I made multiple events due to limitations with only having 4 self switch controls, A-D. 

Now, back to the vanishing sprite problem. Did you check for scripts? I don't see where that was answered. Scripts can cause this if a switch is turned on, and if that switch is the same as the one you are turning on for your event, that might explain it. That's why I suggested moving all your switches to 101 onwards, as almost no scripts use any switches after 101. Also, having blank pages on autorun or parallel process can cause problems too (not to mention how much lag your game already has. It will become unplayable at about the 50th event, if you are lucky enough to get that far).
 Scripts can cause this if a switch is turned on, and if that switch is the same as the one you are turning on for your event, that might explain it. 

First few minutes of the video I said/showed exactly this.

This is exactly what my problem is. I use a switch and that event graphic disappears during SPEECH. I explained this in the video and said it numerous times. 

I tested this over and over and over. 
 
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bgillisp

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The variables thing seems like it would help greatly, I made multiple events due to limitations with only having 4 self switch controls, A-D. 
Been there, done that got the t-shirt. You can go up to 999 variables (that I know of, maybe more), and 5000 global switches, so using them can help.

Do you mean to say your video shows the scripts? I can't watch it at the moment to see, so hence why I'm asking. However, I do know that Yanfly's Stop NPC movement uses switches 41 and 42 to stop movement (unless you changed them), which would probably disrupt your autoruns and parallel processes big time. Hence why your switch being in the 40's set off a red flag for me.
 

Meiya

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haha where can I get the Tshirt? xD 

I flip through them.

It shows pretty much the entire event happening. 

I have only used variables for making global switches, Time, A buff granted and removed at day/night cycle, and Screen tinting based on that time.

In most of the tutorial videos I watched I saw people always useing control self switches, and not variables.

As well as an item that shows you the time when you use it so you can strategically use the buff to your advantage.

The game is meant to split into different pathes and if you have or do not have the buff (Vampire strength)  you may want to branch somewhere else. 

Yanfly I am assuming that is the default name of the NPC I am using in that particular event/quest.

I see this same problem happen for speech on locked doors and stuff sometimes as well.

See the issue is not the event "Breaking" and not running.

It runs fine, With the exception that when talking (Speech dialog bubble popup window) The event graphics will disappear untill the speech is over.

I keep saying this and I know the cause is something to do with the switch being set to on, and speech dialog having a priority. Those are my X and Y. 
 
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Andar

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I don't know entirely what you need and even when I gave it, following the instructions given, only broke my event. Before the event worked but only with the issue that the sprite event graphic disappears during speech.

There are mulitple events being tied together with strings of switches and triggers. When you make me post you only "certain" information , you give me info that breaks the event.
That is because you have a timing problem caused by that sequence of tied together events, and that is why I asked for the added info on the next event.

Basically yes, it looks like you have to redo the entire sequence. Because most probably you have several errors each partially canceling each other.

But the only way to solve all of those bugs is to remove all of those errors, not letting one error fix some of the other errors.

If you read through the tutorials, then you would have seen that the most important tip for cutscenes is to keep everything in a single, controlling event.

You should never even have started that sequence of event pages tied by dozens of switches and self-switches and variables.

Because it is a fact that all cutscenes - no matter what they contain or what they do - can be written with a single controlling event, and all other events would have absolutely no content. And that has been proven - again and again  - as the best way to make bug-free cutscenes.

If you keep the content scattered between different events, then most probably you won't ever be able to solve all problems with the cutscene.

What I wanted you to do is to do the fixes I told you about and then check the next events - and if something doesn't work as intended after one of those fixes, show the pages of the no longer working event(s) to get them fixed correctly as well.

Because timing problems created by dozens of autoruns can't be solved without removing those autoruns and parallel processes. Simply because there is no direct access into the internal arrays that decide the sequence and priority of those parallels (or rather there is by scripting, but that is even more difficult and problematic.

----------------

If the cutscene had been done in the way our experience had proven to be the best for bughunting, you would have needed absolutely no self-switches (or at maximum the self-switches on the controlling event), only one switch (Guard X visible) for each group of guards that behave identically, and all guard events would have exactly two pages, one without the guard sprite and one with the guard sprite conditioned to that switch.

Then the controlling event (which could admittedly become very long) would move all other sprites by set move route commands, switch them visible or not with their switch, and display all show text and other messages. And you would never have any timing problem, because there would never be any difficult sequence done by switching from one part of the cutscene to the next.
 

GrandmaDeb

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Meiya and BGill, You are both missing the point. I am sorry but you are.


You have to start right to end right.


You cannot start buttoning your sweater with the first button in the second hole and expect the last button to work out properly..


Meiya, you are trying to do things that are beyond what you understand well enough to put clearly in a few screenshots. You need to learn to take screenshots and post them here.


NOT VIDEOS.


You need to learn to start with one thing that works completely and build on that.


Sending someone your whole project is not the answer if you really just don't get the underlying ideas.


Stop trying to fit a square peg in a round whole, take a break from patchwork programming, and understand what is going on.


Take the tuts.


*********************


edit...


What Andar said.
 
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Meiya

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I can easily merge all the events into one, that isn't a problem, I at first just didn't think it would run properly.

most of the events are actually controlled by only 1 or 2 events, and the others are single "Subtle" changes that are meant to run independently. I can merge that into the event fine now that I have a better understanding how to do it.

I have dealt with building web pages from a blank notepad. I can probably merge everything just fine without rebuilding it from scratch, I have a backup made so I can break it all I want :D

I do appreciate your help though, even if I was getting agitated.

On "Some" of the events, the trigger sprite graphics are not disappering.

You need to learn to start with one thing that works completely and build on that.
Thats exactly what I was DOING. Thats exactly why I stopped at the sprite graphic disappearing.

Stop telling me to take a break from something, I clearly do not want too 

The way I make these is I add little sections at a time. and run them to see if they are working like I want.

Then I add more, Rinse repeat, I get an error, I go back and change/fix what the error is.

Meiya, you are trying to do things that are beyond what you understand well enough to put clearly in a few screenshots. You need to learn to take screenshots and post them here.
Look at the first post, There are 5 screenshots there. 

Look at my post where aldar asked for specific screenshots.

I posted them all because he gave specific instructions on what he wanted to see.

Please do not talk to me like I am 10 years old. That is rather insulting. I get it, you do not want videos.

All other people I have made videos for in cases such as these seemed to have found it easier, I figured it would be similar here. 

Most of those tuts are telling me things I already know.

This is a communication barrier.

Skype?
 
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Andar

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Let's all stop the drama and go back to facts

Yes, there have been a lot of miscommunications here, but the important part is to get the cutscene working.

@Meiya:

If you can copy&paste everything together into a single controlling event, then that would be much better to work on - if you prefer, do it in a backup of the project until everything is resolved.

Solving problems by chat has a few advantages but also disadvantages, especially due to different time zones.

For now I would prefer to keep it in the forums (especially since I'll be offline soon, don't wonder if you don't get a reply from me after this)

When you have everything inside a single controlling event, please test again - it might be that that alone solves part or all of the problem.

If not, please post only the main page of that event (probably in several screenshots depending on how long it is) and we'll see tomorrow how it can be improved.
 

Meiya

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I'll do just that.
 

bgillisp

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I disappear to get dinner and the thread explodes. Welcome back from the holiday everyone?

@Grandmadeb: I always hesitate to have someone completely scrap their current events, as that often means a total restart. So I've been approaching it as here's ideas for the next event, if we can fix this event. If not, then try these too.

@Meiyi: I have an idea on the doors BTW. Do you have direction fix checked on your doors? If not you might be seeing the doors suddenly animate, which could be the problem. As for the rest, give it a try as one event with the idea of variables to keep it straight (which it sounds like you are doing). Maybe that will help. I'll have to check back on the video to see more on what you mean now that I have the time. Might post an edit soon on that.

Edit: The laying down girl, when you say talk to her, do you mean when you select the action button when facing her? If so you didn't check direction fix (at least it is not checked in the video), so the sprite is trying to move to face you, and that frame in the graphic might be blank (I say might be as I don't recall you showing that).

Edit2: I could not find the flaw in your general event from the video I'm afraid. It should still be showing though! As for the balloon graphics, those can show over an event even if the event is not visible (I learned this when I accidentally picked the wrong event for a ? graphic in my game. We had a ghost question mark that drove me crazy for a while, all because I slipped and picked the wrong event named for that character).
 
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Meiya

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YES DIRECTION FIX, THAT SOLVED MY PROBLEM.

Because the laying down animation for certain directions have no graphic in the tileset, therefore speaking to her changes that graphic to the "Left" position when spoken to from the left, The "Left" direction in the tileset

happens to be a blank graphic. So that fixes one issue, another that still remains entirely a mystery. I know where to look however.

The girl no longer disappears.

The guards however still remain transparent. This is something to do with a switch trigger being turned on. 

My events might appear messy but most of them ARE only controlled with 1-2 event tiles. The others were only placed there for the graphic and I just didn't know I could move them from any other event tile.

I'll move them and see what that does.

One of the guards do not disappear, so hes my key to figuring out how I made him work, but not the others.

[EDIT]

Removed the "Switches" on the individual guards and used the move command to individually select them from the drop down menu to control them.

This fixed my problem! The problem is DEFINITELY something to do with the switches being turned ON from their individual event pages. Though I cannot explain why.

Well with the event being run from the move command you don't even need to use a switch. This fixes a lot of problems.

It was as simple as turning those switches off from their event screen, and simply running/controlling them from else where.

See I didn't know I could do that.I thought it had to be individually run from the unit's tile page. The more you know. 

(See sometimes it is only subtle things that we have over-looked that causes these problems)
 
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Andar

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This fixed my problem! The problem is DEFINITELY something to do with the switches being turned ON from their individual event pages. Though I cannot explain why.
It's not the switches themselves, it's a timing problem created by the autoruns and parallel processes needed to turn those switches in those situations. That is because you have no control over which autorun and/or parallel process is executed with which priority at any given frame (if there is more than one).

This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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