HELP: EVENT STOPS EXECUTING AFTER "RECALL TO LOCATION."

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I'm programming a mini-game within my game. If the player loses the minigame by shooting the wrong object (two X & Y variables match up), an event is called which shows a picture, recalls the hero back to the location memorized before the mini-game began, and should then execute some other commands to reset a few switches and variables. But, instead, the event mysteriously stops executing after the "Recall to Memorized Position" command. ((Actually, even more mysteriously, the event stops if the following command is a "Message" command; but it doesn't stop if the following command is a "Change Sprite Assocation" command, in which case it stops after changing the sprite.)) In effect, this means that the variables are not reset because those commands don't execute.

I'm totally puzzled. Any help would be appreciated. I can send game files if necessary.

E/S
Put a wait of 0.1 - 1.0 after the recall to position.

If that doesn't work I'd have to see all the events in questions either with images or first hand to figure it out.
Thanks, but the wait command didn't help.

I solved this by comparing the event with a similar event elsewhere in the game. I basically copied the sequence of commands from the other event into the broken event. Now it works ... although I don't understand why.



Does anyone see the crucial difference in these codes?

E/S
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
Is it a parallel process or an auto-start event? If so, it will indeed stop processing as soon as the hero leaves the map.

No idea on the message box thing. My only thought is that perhaps if you teleport the player away from a parallel process that's running, the process will TRY to finish running, as long as everything else in it can be run instantly. But if there's something that requires waiting, like a message box or a wait command, it'll stop there. If this is true, it's more sophisticated than I would expect from RM2K3.

Regardless, the way I would solve this to make absolutely sure it works is to have the teleport be the last thing that happens before ending the event. If you need anything else to happen after the teleport, do it in an event on the next map, or in a common event that runs after being teleported away.
Hi Engle,

Is this a common event or an event on the map?
author=LockeZ
Is it a parallel process or an auto-start event? If so, it will indeed stop processing as soon as the hero leaves the map.

No idea on the message box thing. My only thought is that perhaps if you teleport the player away from a parallel process that's running, the process will TRY to finish running, as long as everything else in it can be run instantly. But if there's something that requires waiting, like a message box or a wait command, it'll stop there. If this is true, it's more sophisticated than I would expect from RM2K3.


This is a map event that is called by a parallel process event (also on the map).

I'm inclined to agree with your above theory. The switch and variable operations shown above definitely do execute after the "Recall to Location" command. But, as you've said, any command that requires waiting, including a move command, ends the event processing.

Thanks for the replies!

E/S
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