Wait event command - make it affect one event not all

Vetmora

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Having trouble trying to figure out how to make an event wait instead of all events when using the wait command. I have an event that when a variable = 2 then it waits 200 frames before switching the variable to 0 where it can then move again. However the wait affects the player as well as this event.

Is there some way to do this? Any help much appreciated!
 

bgillisp

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Wait will do that if you have the event set to autorun, player touch, action button or event touch, as in all 4 cases the event is the only active event, and nothing else can run. You will have to set it to parallel process to do what you describe.

Edit: Though, if you just want the sprite to not be able to move, a set move route (that event), wait 200 will also do it.
 

Andar

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The wait command automatically affects only the event where it is given.
If you have an effect else where then the event with the wait is done in a wrong way, because a wait can not affect anything else.


Please show a screenshot of the event, then we can check why it affects the other parts.
 

Vetmora

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It still seems to affect the player no matter the trigger.
 
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bgillisp

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If you use parallel process and use the regular wait command (NOT the one in set move route), it can't affect the player, as by definition, parallel process run in the background.

Again, post a picture of the event so we can see it.
 

Vetmora

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Hi, I have uploaded an image to my last post. It's not showing up for you?
 

bgillisp

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Nope, it just says IMG. You have to click the Image icon and then post the link there, else it will not take.
 

bhindi1224

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I've noticed a lot of problems with images lately. Someone else made a post about it as well. I can see the image perfectly fine.

Here is a repost of the img.
 

bgillisp

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Well, that should do absolutely nothing, as all it does is do nothing for 200 frames, then change the variable. However, if you have a move route on the character, it will still move.

However, I would recommend *never* use a parallel process on a character sprite. That does nothing good, and usually lags your game at worst. If you just want that sprite to stand still for 200 seconds, instead add a wait 200 move route to it, and it should stop for 200 frames, then resume where it was.
 

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