Switch wont turn off! -.-"

Status
Not open for further replies.

QuartOfSouls

Villager
Member
Joined
Jan 7, 2014
Messages
10
Reaction score
0
Primarily Uses
So in my intro I have 2 cutscenes set up, I am self-taught; and I have found the best way to make cutscenes are events. That is probably the right way but im not sure. ANYWAY. After the first cutscene it teleports the character. In this place another cutscene is triggered. At the end of it there is an event I do not want to be leftover. It is only there with the switch "Intro" turned on. I have an event that turns "Intro" switch off. It doesn't work. I placed it in a few of the other autorun events, nothing will turn this switch off. These events also turn on/off other switches, but for some reason they just cant turn this one off.

So I made an event that I go up and talk to, it turns off the switch! But I don't want to have to do that. I want the last autorun event of this cutscene to turn off the switch, but it just wont do it. Any ideas?
 

Zalerinian

Jack of all Errors
Veteran
Joined
Dec 17, 2012
Messages
4,696
Reaction score
935
First Language
English
Primarily Uses
N/A
If you teleport the player to another map, you should turn the switch off first. Use the Fade out command to make the screen black if you don't want the event's disappearance to be visible. Be sure to use fade in on the other map, however.
 
Last edited by a moderator:

QuartOfSouls

Villager
Member
Joined
Jan 7, 2014
Messages
10
Reaction score
0
Primarily Uses
If you teleport the player to another map, you should turn the switch off first. Use the Fade out command to make the screen black if you don't want the event's disappearance to be visible. Be sure to use fade in on the other map, however.
So you can't turn on a switch in one area, and then turn it off in another? And even if thats true, why can I turn it off by making an action triggered event; but not an autorun?
 
Last edited by a moderator:

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
well, somehow it seems like some things don't keep on running after transfer...
 

QuartOfSouls

Villager
Member
Joined
Jan 7, 2014
Messages
10
Reaction score
0
Primarily Uses
well, somehow it seems like some things don't keep on running after transfer...
Hmmm, I am thinking maybe it has to do with all the activity between turning the switch on, then off. I just made a self-switch on one of the autoruns, and in that event to turn off my "Intro" switch. It worked, but it froze the game -.-

If turning a switch on, and then off from another map is gonna give me a problem like this everytime. Boy am I screwed.
 
Last edited by a moderator:

AngelGrace

Veteran
Veteran
Joined
Jan 31, 2014
Messages
92
Reaction score
19
First Language
English
Primarily Uses
I normally do "Erase Event" if I want the event to go away when I'm done, that way I don't have to flip switches off.
The important thing is to make sure that Erase Event is the last line
No other pages. No other lines. Erase Event must be the last command the event receives, for obvious reasons.
So if you need an switch for another event, it would be like

@>command@>control switches:[001 Switch]= ON@>erase eventIn fact, this is the only way to do cutscenes; every time I've tried something else, it freezes at the end of the scene.

If you need to interact with the graphic later, I normally have to do a Move Route; I move the graphic to overlay over the new event, and have the new event be triggered by a switch at the end of old one; in this case, it would be 001 Switch.

It gives a very brief flicker as it erases the old graphic and shows the new one; I suppose in theory you could use that to turn the sprite around.
 
Last edited by a moderator:

Zalerinian

Jack of all Errors
Veteran
Joined
Dec 17, 2012
Messages
4,696
Reaction score
935
First Language
English
Primarily Uses
N/A
No, that won't give you a problem if you turn it off in another map. You just need to make sure you're turning the switch off at a point where it will be run. Turning a switch off in an event that just transferred the player will not work.

. . .transer to another mapswitch 1 off. . .will NOT work because once you transfer maps, the event doesn't process any more commands. You have to either turn the switch of before you transfer, or turn it off in the other map.

I normally do "Erase Event" if I want the event to go away when I'm done, that way I don't have to flip switches off.
The important thing is to make sure that Erase Event is the last line
No other pages. No other lines. Erase Event must be the last command the event receives, for obvious reasons.
So if you need an switch for another event, it would be like

@>command@>control switches:[001 Switch]= ON@>erase event
That event will come back once you go back into that map. Erase event doesn't remove them forever, you need switches or other conditions to do that.
 

AngelGrace

Veteran
Veteran
Joined
Jan 31, 2014
Messages
92
Reaction score
19
First Language
English
Primarily Uses
Oh, I think I see what you're trying to do. Teleport out, then show a cutscene, but when you're back, it runs the event again?

Yeah, Zale is right. Transfer and Erase are full stops, and Transfer takes priority. The map wouldn't process an event if the player isn't there to run the script.
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
Though some things still run after map transfer, I use fade in after map transfer and that command works

@Angel - what Zalerinian was pointing out was that Erase event doesn't fully erase an event... If you use erase event, then you go out of the map and return, the event will be there again...
 
Last edited by a moderator:

QuartOfSouls

Villager
Member
Joined
Jan 7, 2014
Messages
10
Reaction score
0
Primarily Uses
Oh, I think I see what you're trying to do. Teleport out, then show a cutscene, but when you're back, it runs the event again?

Yeah, Zale is right. Transfer and Erase are full stops, and Transfer takes priority. The map wouldn't process an event if the player isn't there to run the script.
Game starts, short intro cutscene. That turns on a switch that enables another cutscene to start immediately after the transfer. That switch is the one I can't turn off. However I just did so much rewriting in these scenes, I found a way around my issue; but I cannot really say exactly what fixed it. Although after the transfer, I changed it to were I have to action button talk to an event to start that cutscene. It's not exactly how I wanted, but it works.

So I guess in a way I fixed it, even though im still not sure how. Thanks for all the help. You guys did teach me a little about the Erase Event thing, and I beleive I can incorporate that into many things and it will probably save me a lot of hassle. Thanks!
 

Engr. Adiktuzmiko

Chemical Engineer, Game Developer, Using BlinkBoy'
Veteran
Joined
May 15, 2012
Messages
14,682
Reaction score
3,003
First Language
Tagalog
Primarily Uses
RMVXA
You could have turned the switch off at the start of the new event, that should work even if that event was autorun... unless you have another event out there that turns it on again somehow...
 
Last edited by a moderator:

AngelGrace

Veteran
Veteran
Joined
Jan 31, 2014
Messages
92
Reaction score
19
First Language
English
Primarily Uses
Though some things still run after map transfer, I use fade in after map transfer and that command works

@Angel - what Zalerinian was pointing out was that Erase event doesn't fully erase an event... If you use erase event, then you go out of the map and return, the event will be there again...
You know, you're right.

I've been using Self-Switch On then doing a second blank page if that switch is on

That explains why I had so much trouble with my project today, I forgot about that.

So yeah, do that.

Self Switch On

Second Event Page

Conditions "Self Switch "A" is on

Nothing else (Even graphics) in that page.

You should check out the tutorial forum; I learned the basics from Kelspers.
 
Last edited by a moderator:

QuartOfSouls

Villager
Member
Joined
Jan 7, 2014
Messages
10
Reaction score
0
Primarily Uses
You know, you're right.

I've been using Self-Switch On then doing a second blank page if that switch is on

That explains why I had so much trouble with my project today, I forgot about that.

So yeah, do that.

Self Switch On

Second Event Page

Conditions "Self Switch "A" is on

Nothing else (Even graphics) in that page.

You should check out the tutorial forum; I learned the basics from Kelspers.
I definetely tried all of these things lol. Like I said I did re-write a whole bunch, I will go back through it though and see if I can't find something I didnt notice before.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,674
First Language
German
Primarily Uses
RMMV
There is one possibility about the "switch don't turn off" that you have all forgotten to check:


It is possible that there is a script installed that turns the switch ON again - probably not because that is usually not done, but it could happen if there a script compatibility problems or simply a defective script.


So the OP should check (and link us to) any script he might have installed.


Another possibility (especially when the cutscene goes over several maps) are multiple autoruns. If there are multiple autoruns active at the same time, only one will work correctly - if there is a second autorun on the other map then the autorun switching off might not even be called.


Whenever you do a cutscene, you need to control everything on a map from a single autorun event - don't split the control between several events on the same map. If you transfer during a cutscene, then that transfer command needs to be the last command in the controlling event of the cutscene, and the autorun event on the next map should take control of the cutscene upon entering that scene.


Also, try to keep the number of parallel process events down on cutscenes - there are only a very few reasons where you have to use parallel processes during cutscenes (for example when setting weather effects upon arrival on a map).


For better help you'll need to give us screenshots of your controlling events from the cutscene - most of the times the problem is in an area where you didn't think to look, and unless we see the entire event with all options we can't detect those cases.
 

QuartOfSouls

Villager
Member
Joined
Jan 7, 2014
Messages
10
Reaction score
0
Primarily Uses
There is one possibility about the "switch don't turn off" that you have all forgotten to check:

It is possible that there is a script installed that turns the switch ON again - probably not because that is usually not done, but it could happen if there a script compatibility problems or simply a defective script.

So the OP should check (and link us to) any script he might have installed.

Another possibility (especially when the cutscene goes over several maps) are multiple autoruns. If there are multiple autoruns active at the same time, only one will work correctly - if there is a second autorun on the other map then the autorun switching off might not even be called.

Whenever you do a cutscene, you need to control everything on a map from a single autorun event - don't split the control between several events on the same map. If you transfer during a cutscene, then that transfer command needs to be the last command in the controlling event of the cutscene, and the autorun event on the next map should take control of the cutscene upon entering that scene.

Also, try to keep the number of parallel process events down on cutscenes - there are only a very few reasons where you have to use parallel processes during cutscenes (for example when setting weather effects upon arrival on a map).

For better help you'll need to give us screenshots of your controlling events from the cutscene - most of the times the problem is in an area where you didn't think to look, and unless we see the entire event with all options we can't detect those cases.
Oh wow. Great wall! I actually went back and redone my fix. You did have the solution! I had another event on autorun that served no purpose at all. It really didnt have anything important written in it, I guess thats why I never thought it would be the problem. Thank you so much XD
 

Shaz

Veteran
Veteran
Joined
Mar 2, 2012
Messages
40,098
Reaction score
13,704
First Language
English
Primarily Uses
RMMV
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.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,860
Messages
1,017,040
Members
137,569
Latest member
Shtelsky
Top