Touching Events while moving on route. Is it possible?

LootHunter

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Hello again.

I'm still trying to make a game, based on outline from turorials. And again I've encountered a problem.

I want to make a little "cutscene" before final boss fight. And obviously the best way to make it an event.

But the thing is that the boss can be approached from several directions. I think, that the best way would be to create several events, which move player into specific position. And at this position put the "cutscene event". The problem is that if I make "Set Move Route" to move the player, the player don't activate the event, on which he moves. And after the "Move Route" is finished player just stands on event and nothing happens.

So what should I do? I mean, I could set the same cutscene for several events (each for one approach tile) but something tells me that it's not the best solution.
 
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Shaz

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Yeah, it's a thing about move routes - any Player Touch events between the start and end (including the end tile) won't trigger.


However, you can just set up your cutscene in a common event, and on each event where you take control of the player, at the end of the move route, add a Call Common Event command. You don't HAVE to have the boss logic on a separate event. Using a common event saves you having to add the cutscene to 3 different events.
 

bgillisp

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You can also do this:

In your move route to set the player into position, at the end of that event, turn on a switch.

Then, have an autorun for the map that runs only when that switch is on. That will play your cutscene. Just make sure to turn that switch off at the end of the cutscene, or it will always run.
 

LootHunter

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you can just set up your cutscene in a common event, and on each event where you take control of the player, at the end of the move route, add a Call Common Event command. You don't HAVE to have the boss logic on a separate event. Using a common event saves you having to add the cutscene to 3 different events.
Thanks, it works. However I have experienced some problem. Well actually I kinda solved it but still I don't understand.

The thing was that I was trying to make my party hide behind the pillar and talking. And during the conversation the villain should be reading a spell, so I made cyclic animation (like stepping animation on for 5 secs than standing still for 5 secs, repeat). At first I wanted to put it into parallel process which would start and stop of flag on/off. So I could stop this cycle when I wanted to. But it didn't work the guy was just standing still.

So in the end I've just put the cycle in the cutscene event (with instruction not to wait). And for some reason it worked - the cycle was continuing only until the guy noticed hero and turned to him (probably it is the turn which is breaking the animation cycle).

Anyhow, the question is - why previous solution didn't work?
 

Shaz

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Show us your event (the way it was set up). The way you describe it doesn't reveal several important things that we'd be able to see if you just gave us a screenshot.
 

LootHunter

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Ok. Here are screenshots of my event code:

Here is the initial idea - to put repeating code in a separate event

clipboard-01.png

As you can see, it should run when "Morris trying" switch is on.

Which I expected to see in the "Cutscene" event.

clipboard-02.png

But for some reason nothing was happening.

So, I just put the code inside the "Cutscene" event, and it worked.

clipboard-00.png
 

Shaz

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Why don't you just ditch the switch and second command and put the Set Move Route (Morris, repeat) into the cutscene event itself?
 

LootHunter

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Why don't you just ditch the switch and second command and put the Set Move Route (Morris, repeat) into the cutscene event itself?
Ahem. Did you look at the last screenshot? I did exactly that and it worked. I just wanted to know, why previous code didn't (though it should). Because it the previuos case I could, for example, put a balloon over the Morris' head in addition to SetMoveRoute animation. But now it's only animation is possible.
 

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