RM2K3 HOW TO USE THE HALT ALL MOVEMENT COMMAND?
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I am trying to halt all sprites while the custom menu is active, but it doesn't seem to work. The menu is made up of pictures. Any ideas anyone?
An alternate method if all else fails- turn on a switch when you open the menu, and off when you close it. In all events make a page for when the menu switch is on where it is static
Halt All Movement will stop any movement that was initiated by a "Move Event" command. I've had limited success using it.
Using a switch for enemies is the way to go.
If you want to stop the hero from moving do this. Create an event with 1 page that has a switch condition. Call the switch something like "LOCK HERO". The event will beAutostartparallel process* and the only command is a "Move Event" - Hero - wait. When the switch is ON you won't be able to press any buttons; movement keys, accept, menu. Nothing. If you want to still be able to press some of them, you could add a "Key Input Process" to that Autostart event to track specific keys and write code to activate them from there.
That event needs to be on every map. Hmm, I wonder if it could just go into a common event? I can't remember if I tried that or not...uh, I just tried it in my game and it made it crash :/ You could always try it on yours, it might work. I have some patches and plugins installed.
*it can be Autostart but it will freeze other events, I believe. it works as a parallel process which means other parallel processes will still process.
Using a switch for enemies is the way to go.
If you want to stop the hero from moving do this. Create an event with 1 page that has a switch condition. Call the switch something like "LOCK HERO". The event will be
That event needs to be on every map. Hmm, I wonder if it could just go into a common event? I can't remember if I tried that or not...uh, I just tried it in my game and it made it crash :/ You could always try it on yours, it might work. I have some patches and plugins installed.
*it can be Autostart but it will freeze other events, I believe. it works as a parallel process which means other parallel processes will still process.
I managed to freeze the hero in place using my custom battle system which has the hero interact with other sprites and fights them automatically. I don't use message, display message options or move event command and it still manages to freeze the hero in place and allows me to press other keys while the combat is going on. Now if only I could get the same for my menu.
Edit: I figured a method out that might work. I'll make an event with a key input that's a parallel process and have it turn on a switch that turns the menu event on which will be an auto start event.
Edit: I figured a method out that might work. I'll make an event with a key input that's a parallel process and have it turn on a switch that turns the menu event on which will be an auto start event.
If there's some kind of parallel process issuing new move event functions after you've halted movement, you'll have problems. It's difficult to figure out your problem without seeing the entire context.
author=McBick
I don't use message, display message options or move event command and it still manages to freeze the hero in place and allows me to press other keys while the combat is going on.
I can't imagine how those first 2 would freeze the hero in any useful way. if you didn't use move event, what did you use?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If it's a menu, I'm sure it's intercepting the arrow keys via Input Processing, which is why the hero doesn't move. Other stuff will still move though.
The auto start event solution was what I was gonna suggest, so I'd try to stick with that if you can. It stops everything else, and then when the auto-start event ends, everything else picks up exactly where it left off - unlike the Halt All Movement command, which causes things to stop permanently.
The auto start event solution was what I was gonna suggest, so I'd try to stick with that if you can. It stops everything else, and then when the auto-start event ends, everything else picks up exactly where it left off - unlike the Halt All Movement command, which causes things to stop permanently.
Key Input Process, the event command, doesn't intercept arrow key movement. it runs along side it. you can't freeze the hero with that alone. you would have to put branches that cover each direction and put in a Move Event, hero, wait command. which is the same as my suggestion except more lines of code.
the autostart event won't stop everything. if an event has it's own movement type, like random or vertical, it will still move around while the autostart event is freezing the hero in place.
halt all movement doesn't cause things to stop permanently. it hardly stops things at all xD you can have an autostart process with a Halt all Movement in it, and it won't stop a randomly moving event. oddly enough, that will freeze the hero from moving, so I guess an autostart process with anything in it will freeze the hero. it doesn't have to have the move event, hero, wait. it can be a wait or even erase picture command.
the autostart event won't stop everything. if an event has it's own movement type, like random or vertical, it will still move around while the autostart event is freezing the hero in place.
halt all movement doesn't cause things to stop permanently. it hardly stops things at all xD you can have an autostart process with a Halt all Movement in it, and it won't stop a randomly moving event. oddly enough, that will freeze the hero from moving, so I guess an autostart process with anything in it will freeze the hero. it doesn't have to have the move event, hero, wait. it can be a wait or even erase picture command.
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