SLOW MOVEMENT ROUTE QUESTION
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There`s a map in my game where if you step on a certain panel you walk somewhere with the define movement route function. It worked fine, but after adding tons of shit (the map is pretty crowded with almost 200 events which may or may not be the cause) I tried that are out again and the movement routes were ignored. They were still in the events and all actions of each event ran perfectly while the move player functions just didn`t happen. Has this ever happened...if so why!!!
I'd guess that this specific event's page is not running because of the other pages taking priority over it. What's on the other pages of this event?
Trust me it`s not that simple. The movement was sandwiched in between text (before the screenshot) and the text ran but the movement didn`t.
author=Antilurker77
Are you sure the character isn't getting stuck on something?
That`s what I thought, but without ignoring impossible movement he carries out the next action in the event. He just ignores the movement!!! So weird
The other pages aren`t doing anything. It`s just the define movement route that FOR SURE has been triggered and uninterrupted by obstacles but canceled mysteriously.
Oh I just noticed! All movement route processes triggered by player contact do nothing while the autorun processes work. Again, why!!!
It doesn't matter if the following pages are empty or not.
Having any other following page WILL cancel previous pages (EDIT: unless Conditions are set to all pages).
Just delete all other pages and your event should run just fine.
Having any other following page WILL cancel previous pages (EDIT: unless Conditions are set to all pages).
Just delete all other pages and your event should run just fine.
author=Avee
It doesn't matter if the following pages are empty or not.
Having any other following page WILL cancel previous pages (EDIT: unless Conditions are set to all pages).
Just delete all other pages and your event should run just fine.
Nononononono I`m saying the event page you see is being triggered while the other pages aren`t.
I guess I don't get it.
You say the event page triggers yet the Define Movement Route doesn't happen? Since the only thing inside the page is the DMR, how do you know the page triggers?
What happens if you add a Sound Effect right above the DMR? Does it play when you step on the event?
And please tell us or show us the content of the other pages. Help us help you.
You say the event page triggers yet the Define Movement Route doesn't happen? Since the only thing inside the page is the DMR, how do you know the page triggers?
What happens if you add a Sound Effect right above the DMR? Does it play when you step on the event?
And please tell us or show us the content of the other pages. Help us help you.
author=Avee
I guess I don't get it.
You say the event page triggers yet the Define Movement Route doesn't happen? Since the only thing inside the page is the DMR, how do you know the page triggers?
What happens if you add a Sound Effect right above the DMR? Does it play when you step on the event?
And please tell us or show us the content of the other pages. Help us help you.
It's okay I fixed it. Before there was text above and below the DMR command (but I deleted it for the picture since it was stupid) and it would play without the DMR. It turns out The problem was that I had an autorun process that changed movement speed to 5. For some odd reason when I deleted it the problem was solved...I still don't get it. Did the action change movement speed to 6 clash with the autorun process? Thanks for the replies anyway!
If you have an autorun event going it will take precedence over all other events on the map, effectively halting their processing.
author=Trihan
If you have an autorun event going it will take precedence over all other events on the map, effectively halting their processing.
I know that, the mystery is why the event wasn't halted and only the DMR action was canceled.
You can't have two movement routes assigned to the same thing running simultaneously. If it's always running, it will conflict with the movement route from your event, regardless of what it's assigned to do (in this case, all it says is change speed).
So yes, removing your auto speed change would solve your problem.
Alternatively, you can switch off autoprocesses at start of any event, assuming you need those autoprocesses active while you're walking around.
Unless you're doing something very unique with player movement, I don't see a particular reason why you'd ever need an autospeed correct.
So yes, removing your auto speed change would solve your problem.
Alternatively, you can switch off autoprocesses at start of any event, assuming you need those autoprocesses active while you're walking around.
Unless you're doing something very unique with player movement, I don't see a particular reason why you'd ever need an autospeed correct.
author=Sauce
You can't have two movement routes assigned to the same thing running simultaneously. If it's always running, it will conflict with the movement route from your event, regardless of what it's assigned to do (in this case, all it says is change speed).
To clarify, if you try to run two movement routes on one event simultaneously, the game will abort the first movement route and use the second.
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