RMVXA SWITCH QUESTION
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In my game, immediately at the end of the battle, I set a switch to be on. The result of that switch being on SHOULD be that all events I put a second page on should gradually change in opacity until they're erased. However, they stay until a break in dialogue, and THEN disappear.
I have each event that needs to disappear set as a parallel process, where the second event page includes the move route where the opacity changes and the events are erased. Still doesn't work. Ideas?
I have each event that needs to disappear set as a parallel process, where the second event page includes the move route where the opacity changes and the events are erased. Still doesn't work. Ideas?
If you're using a parallel process but your move route events are still waiting for other events then it should be a simple fix. Basically, just uncheck the "wait for completion" (or whatever the equivalent is in the maker you're using) in the move route event.
What do you mean? There's nothing with a "wait for completion" command (or anything similar to that) occurring at the time the problem is happening. At the moment the parallel processes SHOULD be happening, there are message commands and nothing else. However, for some reason, it won't happen until the next move command, one of which HAS a wait for completion tag checked.
Now we're both confused, I think. However, just to clarify you stated:
Just so we're clear though, I didn't mention a '"wait for completion" command' I stated that you need to uncheck the "wait for completion" box in the move route command. There is no "wait for completion" command.
However, I just did a test and my solution wouldn't work anyway. So, you can pretty much disregard that solution altogether.
It appears that when the event switches pages like that (in the way you described it) the parallel process will always wait for the current event to finish before starting. However, if instead you use the event page's "custom" move route, it will start as soon as the event is activated. This should solve your problem if your goal is only to make the opacity go down (or includes anything else the move route command can accomplish). If instead you're trying to do something more than that we'll need to come up with another solution.
Hopefully that makes sense.
Note: This was tested on RMVXA, I don't know which maker you're using though.
author=Paxni
What do you mean? There's nothing with a "wait for completion" command (or anything similar to that) occurring at the time the problem is happening.
Just so we're clear though, I didn't mention a '"wait for completion" command' I stated that you need to uncheck the "wait for completion" box in the move route command. There is no "wait for completion" command.
However, I just did a test and my solution wouldn't work anyway. So, you can pretty much disregard that solution altogether.
It appears that when the event switches pages like that (in the way you described it) the parallel process will always wait for the current event to finish before starting. However, if instead you use the event page's "custom" move route, it will start as soon as the event is activated. This should solve your problem if your goal is only to make the opacity go down (or includes anything else the move route command can accomplish). If instead you're trying to do something more than that we'll need to come up with another solution.
Hopefully that makes sense.
Note: This was tested on RMVXA, I don't know which maker you're using though.
I need to erase the events altogether, but I've already thought of a temporary fix for that, so it works now.
Thank you for the help.
Thank you for the help.
Alright cool, glad you got it working. Although, if you can I would explain your temporary fix. Both because I'm curious and since future viewers of this thread (with similar issues) might be interested.
You're welcome!
You're welcome!
Ah, well, I just found an alternative to erasing the event, since the purpose of erasing it was to allow another character to pass through during the cutscene. So, I just put "Through ON" as part of the event's autonomous custom movement to allow free passage.
In your event do you
1)Have the event move inside the same event page.
(ie. You have the main event running and inside that event
you tell another event to move.)
or
2)Have a control switch in the first event page
which triggers the event you want to move.
(This is usually how I do it., but you need to usually
have a wait command for 60 frames or so.)
Also if you do the second way, inside the moving event
you can erase the event and turn off its own control switch
and the main event will still run after.
I hope I explained this well enough. Its sort of
complicated to put into words. With the engine there
is often more than one way to do something.
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