What insanely stupid thing am I missing?

mlogan

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Okay, I'm sure there is something really dumb and obvious I am missing, but I can't figure out why a switch isn't turning on.

I start with this autorun event.

StartEvent.png

Which in turn triggers this page.

Eventpg1.png

All of that works fine. Except that the switch inside the move route is not turning on. I used F9 to check and once it finishes it's run across the screen, the switch does not turn on. Am I missing something really obvious or is it something about the switch being inside the move route. And here is page 2 of that event.

Eventpg2.png
 

Andar

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You set a move route in a (looping) parallel process page.


That means the event gets the moveroute set (AND re-set) sixty times per second.


It has a chance to execute the first move command, but before it can ever execute the second command in that moveroute, it gets another command that resets the moveroute to the beginning.


As a result, your event will ever only execute the first command of that moveroute, but will execute it thousands of times.
 

Wavelength

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Yeah, your use of Autoruns and Parallels here is going to be disastrous.

Autorun events will continually run and block everything else from working until they are turned off.  Parallel Process events will continually run (meaning they will keep looping back to the top every time they've evaluated every event command - which is why you're seeing the behavior Andar described) while play occurs, and tend to cause lag when used excessively.

When you're trying to set movement to non-interactive objects like these cars, you're best off putting the Move Routes in a separate event and choosing the cars as the target of the Move Route.  Make the cars into Action Button events with no code.  And if you want the car's Move Route to keep repeating rather than just happening once, then choose the "Repeat" option in Move Route.  If you want that separate event to be an Autorun, be sure to Erase it or turn it to a non-Autorun page after completing the "Yes or No" branch.
 
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mlogan

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Hmmm, okay thanks.

Lunarea, I'm not sure.

Yeah, your use of Autoruns and Parallels here is going to be disastrous.

Autorun events will continually run and block everything else from working until they are turned off. Parallel Process events will continually run (meaning they will keep looping back to the top every time they've evaluated every event command - which is why you're seeing the behavior Andar described) while play occurs, and tend to cause lag when used excessively.

When you're trying to set movement to non-interactive objects like these cars, you're best off putting the Move Routes in a separate event and choosing the cars as the target of the Move Route. Make the cars into Action Button events with no code. And if you want the car's Move Route to keep repeating rather than just happening once, then choose the "Repeat" option in Move Route. If you want that separate event to be an Autorun, be sure to Erase it or turn it to a non-Autorun page after completing the "Yes or No" branch.
We must have posted at the same time, because I did not see this reply. There was actually nothing disastrous about the use of autoruns as there was only 1 autorun event, which was immediately turned off. I didn't post a screenshot, because I didn't a blank event page was necessary right now.

However, thanks to some help outside this topic, I have found a solution, which I'm going to post in case anyone is having a similar issue. I created under Autonomous Movement a custom move route. At the end of the movement I added a 2 frame wait, then the switch on, then another 2 frame wait. I also set the trigger to "Action Button". It is working beautifully! I have found for this particular event, it was also ideal to turn the Frequency up to the highest setting, otherwise the car looks very jerky.

EventSolution.png

Thanks for all the input!
 
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