[RM2K3] WEIRD TELEPORT BEHAVIOUR

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I have this one map where I have an NPC that teleports the player to another part of the same map after some dialogue. But for some reason the teleport command is ignored UNLESS I put it twice in the event commands. Having this same event on another map has no problems teleporting with 1 command. Tried placing another object that teleports the player upon interact, but the player needs to interact with it twice for it to teleport. On the other hand, teleports that activate upon hero touch do work just fine on the map.
Yeah, I'm new to RM2K3... I dunno what the problem is here. I guess it's nothing big since it's pretty easy to circumvent. But still, I wanna know what kind of stuff can block a teleport like that.
(teleport is set to allowed on the map btw)
Could you take a screenshot of the event so we can see if you're messing something up in there? It will help a ton.
Yeah, sure. This is the event with the double teleport command so it actually works. If I remove one of the teleport commands it simply ignores the teleport.
By any chance, does "Shoot Birds" activate the second page of this event? If so, then it looks like you're turning the event off before it can finish. Place the Teleport command (and anything else that has trouble executing) before the Switch Operation command, and see if that solves your problem.
author=S32
By any chance, does "Shoot Birds" activate the second page of this event? If so, then it looks like you're turning the event off before it can finish. Place the Teleport command (and anything else that has trouble executing) before the Switch Operation command, and see if that solves your problem.


No, the second page is not activated through this event.
The ignored single teleport command also applies to objects that have nothing else but the teleport command (only for action key, touch does work). And when I use the event that I posted in the image on another map, it works just fine without the double teleport command.
Oh, goody, you've run into what i think is called the stack.

Basically, a couple of processes are active (the solution is not getting a new computer, this is rpgmaker's processing), and something needs to finish first. This especially happens for weather and teleport events (I usually have to do weather in this order: Hide, Teleport, Weather, Show; since doing it before causes the weather to maybe switch for that screen, or maybe not, having done teleports from one screen part to another).

Move the switches to after everything else. Particularly if one calls the next page, it should be last among switches, because you can call the next page by accident. If you really want something to run close to the teleport event, put it just after it. I have a feeling it is trying to load the teleport, and it sees all these switches (which don't take much time really, but you're slamming them right before a teleport), and it prioritizes (I had this happen on a sudoku puzzle, and it basically made half the puzzle not work, despite there still being rows and columns that had to check against each other). Try rearranging things until it works.

Alternatively, you could copy/move that wait event, to give enough of a break to not skip the teleport. But I'd still move the switches.
I don't think this has anything to do with "the stack".
Instead, it looks like an awkward bug which I would yet have to analyze... Can you send me a demo project which can reproduze the error?
Yeah, I sent you the project in a PM. Let me know what you find out.
Found the issue.

It's the selfswitches.dll plugin, it has a bug. In particular, it's sometimes returning "false" from "onEventCommand" for teleports, which prevents the teleport from being executed.
I see. I think it came with Cerberus's turn-based battle plugin (which I do love), but I haven't used self switches at all, so I can safely remove that one. Thanks for checking.8)
Can you send me the demo for an error, too? Maybe I should find out why the bug appears... I'll fix it anyway (just change the logic), but for understanding it would be useful.
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