Transfer/Player Control not working after Autorun event

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Puppet Knight

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Evening all,

Running into a really weird situation. I've changed literally nothing I can think of on this map besides basic dialogue and some variable timing, but even before those changes an auto run event would proceed as normal, and then whent he player should take control back. No inputs would be accepted.

This wouldnt be nearly as weird to me if just before the autorun the player didn't have control working fine.


At a bit of a loss here. Has anyone run into such an issue before?

Topping of the cake is that even if I make the map full auto run into a player transfer, the next map isn't showing
 

Shaz

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Show us a screenshot of the event.

Are you saying the transfer doesn't work, or that the transfer does work but the player doesn't regain control?

The second - if you also can't turn in different directions or access the menu - would indicate that you have an autorun event active on the map where the player is transferred to. It doesn't have to have any commands. It could also be a common event that's set to autorun and the switch is on - again, whether there are commands or not.
 

Puppet Knight

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Are you saying the transfer doesn't work, or that the transfer does work but the player doesn't regain control?
Bit of both.

Original Issue is the the auto event would "end" (self switch to A) but then no player input was being accepted. I went through every event on the map and nothing is different from what it was before i decided to test again this morning.


The player was able to move around before the autorun event starts and then was supposed to take over before triggering a separate sequence. Worked dang well before. But just decided to stop today. I checked through all other events on the first map, nothing else was autorun

I went ahead and modified it to be a fully automated map scene where the player transfers to another map at the conclusion, but it remains at a black screen.


The event is pretty long so bear with me:

Autorun Event
1686022273681.png

1686022286890.png
1686022301992.png


1686022316175.png
1686022331336.png

1686022345633.png
1686022364600.png
1686022385663.png
1686022396572.png
 

bgillisp

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You transfer after the self switch, so it doesn't get a chance to run. The change to self switch stops it at that point if you got the blank page next triggered by it.
 

Shaz

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You do not have to do a fadeout screen before a transfer. If you don't have an event on the destination map that does a fadein screen, that's why the screen stays black. Get rid of the fadeout screen above the self switch change.

You transfer after the self switch, so it doesn't get a chance to run. The change to self switch stops it at that point if you got the blank page next triggered by it.
No, you actually can do that. There are some commands that won't run after a self switch, but others that will. A transfer command is one that will.
 

Puppet Knight

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You do not have to do a fadeout screen before a transfer. If you don't have an event on the destination map that does a fadein screen, that's why the screen stays black. Get rid of the fadeout screen above the self switch change
I had a fade in on the next map tho xD Had some party switching going on so wanted to avoid the player seeing all of that. I'll see if removing the fadeout does it


Also Note: I was having issues of not being able to move the player aftter the original auto event. That was well before any fadeout, so its seeming like a different issue on this map specifically.


Or just party management?:



Below is the map and event page for the map being transferred TO

1686063101035.png

Cause now without the fadein we get just a plain map showing nothing.

1686064290761.png

The auto run event for the next map isn't triggering at all after the transfer ^
 
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Andar

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then please show us the event that isn't triggering.

and pleas FULL screenshots, your cropped screenshots that are limited to half the event (the content is only half of the event, the properties are also part of it) are missing important information for bughunting
 

Puppet Knight

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(the content is only half of the event, the properties are also part of it) are missing important information for bughunting


The first set of screenshots are all from a single event from the first map. Map is set to Autorun with no other factors/boxes ticked.

1686084251395.png



The 2nd event (that isn't triggering at all) is the screenshot after the Map screenshot.

Again with no boxes ticked and simply set to auto run.

1686084282203.png


If I have the starting position in the second map. The auto run event works just fine. So something is jacked up on the initial map
 
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Shaz

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What's on page 2 of those events?

Get rid of the fadeout, so you can actually see if you ARE being transferred to the other map.
 

Puppet Knight

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Get rid of the fadeout, so you can actually see if you ARE being transferred to the other map.
I did.

All that I get is the next map with nothing happening:

Below is the map and event page for the map being transferred TO

1686063101035.png

Page 2 of both events is literally nothing. Its a blank Control Switch A page with Action Button set to be the trigger.

1686095285769.png
1686095300168.png


As I said. I've changed literally nothing on either map recently and was testing for the sake of testing when I noticed the issues.

I'm at a loss and might just have to try to rebuild the Church map
 

Andar

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please make a visible change on the map to be transferred to, save and test again.
Is the change visible yes or no?

There are a few things that could result in you ending on an older or wrong map even if it looks as if the transfer is correct.
 

Puppet Knight

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please make a visible change on the map to be transferred to, save and test again.
Is the change visible yes or no?


*points to ugly shield*

1686098981059.png

Yeaaaa I'm pretty sure its the right map mate. lol



In the off chance its the map BEFORe the church auto scene:


here's the event page for that one:

1686100409478.png

1686100423392.png
 
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Shaz

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So you're transferring to the new map, but you can't move, can't turn, and can't access the menu? You absolutely have an autorun event somewhere on that map on in common events, that is on when you enter that map.
 

Puppet Knight

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So you're transferring to the new map, but you can't move, can't turn, and can't access the menu? You absolutely have an autorun event somewhere on that map on in common events, that is on when you enter that map.
As I have said. I only noticed there to be an issue to begin with because the church scene would suddenly freeze.


Originally, the character entered the scene. Said the dialogue you see in the event, and then the player takes control. They were able to walk around in the bottom half of the church map. If they walked up the stairs, the 2nd sequence would play would where she talks to the Chapel Lead. For some reason yesterday, after the conversation with the chapel lead the player no longer was able to take control and walk to the door way to the left I set up.


There are no other auto run events on this map:

1686103321353.png

At all. Save for the one at the very top left.

Same for the House map that is supposed to be transferred to. The only auto runs on both impacted maps in this sequence are at 0,0 and they end in a Self Switch A to a blank page.


The blank "Game Start" map is used for party set up and plugin commands to set up in the background. This was always set up as the landing before entering the first actual scene. I changed nothing in any of the 3 maps before I noticed the break. Didn't even add new plugins.



Im just gonna try to rebuild the map event by event and see what I find if anything. Something is not deactivating and its on the church map. I know this even moreso now because I set a different destination for the player transfer and same issue is occuring.
 
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Andar

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There are no other auto run events on this map:
Shaz wasn't talking about map events, but on common events.

Everything you describe is a picture-perfect description of one of the most common mistakes made: activating a common event autorun due to double use of a switch.

Your transfer event activates several switches - if you go to the map by setting the starting point there those switches are not activated, and you can move.

which means that one of these switches triggers an autorun - either on the map or in the common events, and you claim it is not in the map itself so it has to be in the common events - most likely an unnamed common event without any commands that was accidentally switched to autorun when experimenting months or years ago, and forgotten because that switch wasn't used before.

Alternatively you might have a plugin that stops all movement on switch and have it configured to that switch, but it is definately something triggered by one of the switches or variables of the transfer event.
 

Puppet Knight

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I will take a 10th(?) Look lol.

But as I have said. I haven't changed anything in any common events regular events, map stuff here. Nothing.

To further test yesterday I went ahead and went straight from the "Game Start" map

here's the event page for that one:

1686100409478.png


1686100423392.png
To the House map and it worked perfectly fine.


The only switches being altered that could affect an autorun common event are the "lightning" and "torches" ones. And I can say confidentally those have no common events associated with them. They're only used within conditionals of parallel events that wouldn't be usable since "freeze time" is set to on in the game start map.

Something is wrong with the church map. I'll just rebuild it
 

Andar

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But as I have said. I haven't changed anything in any common events regular events, map stuff here. Nothing.

Computers don't work that way - there is always a reason and it never happens on its own.

To further test yesterday I went ahead and went straight from the "Game Start" map

To the House map and it worked perfectly fine.
That is proof that there is nothing directly on the map that is wrong

And if that is the case, then as I said above there are only two different ways how that effect can happen: an autorun gets activated or a plugin blocks all movement.

That is a fact. Nothing can change that fact.

If you do not remember changing anything then that doesn't matter - it only shows that the change was either made months ago and didn't affect anything until now, or that you have forgotten the change.

Now, please go to the common events and check every single event there, even if it has no name. Make a list of every common event that is autorun and check which switch that autorun has assigned.

As for the plugin option: You could have installed a plugin that blogs everything without even reaslising that. That is especially common if you're using any Visustella one - those have dozens of functions each and you need to fully configure them to really make sure nothing surprises you later.
I can't count the many times someone messed up their game by installing a plugin without understanding all its functions, especially like "But I installed the Visustella XY only for the function A, I had absolutely no idea that it also does B, C, and D - I do not want C to happen in my game"

I really suggest you follow the link to the bughunting tutorial in my signature.
 

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This thread is being closed at the user’s request. If you would like it reopened, report to tell us why. Thank you!
 

Ms Littlefish

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Reopened at user request, this better be good! :p
 

Puppet Knight

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Thank you @Ms Littlefish


So you're transferring to the new map, but you can't move, can't turn, and can't access the menu? You absolutely have an autorun event somewhere on that map on in common events, that is on when you enter that map.

Now, please go to the common events and check every single event there, even if it has no name. Make a list of every common event that is autorun and check which switch that autorun has assigned.
These. Were the solution.


In a buried Action Sequence for some god awful reason they were set to autorun, even tho those 2 CEs were copy and pasted from a non Autoevent Common Event.


Thank you both for your help and patience with this one.


What should have gotten me looking better in all of this was the timing I described that original cued me into a problem. The "Book Removal", was the definitive point of no return for the original map set up where the player takes control back before the transfer.


Again thank you both. This thread can be closed
 
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