Wait command in Set move route isn't working?

Tixerp

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So, I made an event touch event, where when you step in it:
  1. The music fades
  2. An NPC waits a while, turns toward the player, and waits a bit again
  3. A different BGM starts to play
  4. The NPC starts to talk, and then the rest of the cutscene starts to play
Heres the deal. It works fine I guess. But the Wait command is being completely ignored! And I have no idea why. I've been screwing around with this forever and I cannot figure out why. The music fades, abruptly ends, the character turns around with no pauses in between any of this, the next music starts suddenly playing, and so does the text. The waiting time is kind of important to make it a cinematic moment, so I really wanna fix this.

I made sure the wait till complete is checked on the move route, I tried using the normal wait command instead of the set move route one, I tried putting all of this on separate event pages. No matter what I do, it's not working. This is the first time this has happened to me.



All the marked out stuff is just text for the cutscene, which works perfectly fine, and has nothing to do with the wait command problem. And FYI, the second page is an empty one with a self switch thing that practically prevents the cutscene from being activated again.
 

GrandmaDeb

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40 frames is pretty short. Maybe it starts counting while the text is being displayed?

You know that is less than a second?


*******************************
edit

Oh I'm sorry, you have several waits there. You mean in the move route at the top?
 

Tixerp

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40 frames is pretty short. Maybe it starts counting while the text is being displayed?

You know that is less than a second?
I'm aware. I've tried increasing the amount to see if it really is just because of how short it is, and no, it's not that. It's completely ignored like I'm saying. Also, you're ignoring the fact theres also a wait for 100 seconds, and then 70 seconds in the set move route. Both of which are also ignored.
 

GrandmaDeb

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right, I caught that after, and edited my post. =]

I checked "Interesting Eventing Points" and Andars new users threads and i am not seeing it. I am sure someone smarter than me willmosey on by and tell us something important. No scripts, right?

I am wondering if it is the wait for completion at the top.
 

bgillisp

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Your move route only has a turn and nothing more. How do you know it is being ignored? As it is, all it does is wait for about 1.6 seconds, then turn, then wait. Nothing more.

Also if you have any parallel process which sets that move route, it will overwrite your move route.
 

GrandmaDeb

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i tried this and it seems to work. added a wait after the fade.
 

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Andar

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Also, you're ignoring the fact theres also a wait for 100 seconds, and then 70 seconds in the set move route. Both of which are also ignored.
No, the Waits inside the moveroute are for 100 frames and 70 frames, which together is less that three second.

Additionally, a wait inside a move route waits the move route only, it has no effects on the event itself. A move route is a different element in the game loop, it is NOT part of the event content itself. That is the reason why this command is called "SET move route" and not move XY.

Most likely the event works as the commands are given, and those commands just do things differently than you expect.
Please described what should be happening, what is happening and then we can tell you how to do what you want.
 

GrandmaDeb

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@Andar it seemed to me when I tested it that the fade bgm command was overlapping the move route command.
 

Shaz

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The move route itself is set to wait for completion, so nothing below it should begin until the move route is finished, and the wait commands in the move route should be observed.

Your fadeout BGM takes 15 seconds, but your move route will only take 3 seconds, then the new BGM will play - far earlier than the 15 second fadeout time. The text should not show for about 3 seconds after stepping onto that tile.

I see nothing in that event that would cause it to behave differently to what you expect.

What scripts do you have? Try a brand new project with no added scripts, add those events, and see if it does what you expect.
 

Tixerp

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Ok, my dumb mistake. I super underestimated the frame timing, thinking it was seconds, and not frames. Yeah, it turns out that it doesn't wait for the Fade BGM command to move onto the rest of the script, so it seemed like it was just going by really fast because it was overlapping the small wait command. Until i changed the timing to WAY higher than at first, it started working correctly. Works now, thanks everyone.
 

Shaz

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A second is 60 frames.

If you want to wait until the BGM fades out, just add a Wait 900 frames command after the fadeout BGM - or maybe a few, as I think there's a maximum value you can put into a Wait command and I'm not sure it's high enough for 15 seconds.
 

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