PAUSING IN RM2K3
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So I accidentally created a pause event using just labels. The event freezes all movement, but key input still works(can still open menu) as well as parallel processes, these can be disabled if needed though.
So I was wondering is there any practical uses for this type of event? I mean I could just use the menu to pause the game, but maybe it could be useful in a way I can't think of. I'd hate to just throw this away when it could be useful.
So I was wondering is there any practical uses for this type of event? I mean I could just use the menu to pause the game, but maybe it could be useful in a way I can't think of. I'd hate to just throw this away when it could be useful.
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
This would be a good thing to submit as a tutorial!
Well right now its full of useless coding because it wasn't meant to pause the game, but I could remove all the useless stuff. Should I post it here or as a tutorial?
Edit: I just finished removing the useless stuff and I am surprised that only 3 lines of code is all that's needed. It only works on map events for some odd reason.
Edit: I just finished removing the useless stuff and I am surprised that only 3 lines of code is all that's needed. It only works on map events for some odd reason.
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
Yeah, hover over the Submissions button at the top and click Submit Tutorial.
Is it in an Auto-Start event? I can create the same pause effect with no code by just turning on a switch.
No its just a regular map event triggered by action key, but I call it with a common event. Parallel processes still run as well and you can trigger them. I am currently working on a tutorial for it and I am adding a little more to it. Basically press shift and it pauses the game and if you press again it unpauses.
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
Interesting. The way I'd do that would be to put a parallel process event on every map that isn't passable, and teleports to the player's location when you press shift and then teleports back when you press it again. But that wouldn't work when the player is in passthrough mode, and it's a lot more than three lines and requires a lot of events.
author=LockeZThis wouldn't "pause" the game. Not sure what you mean here. Just the preventing movement part? Because that wouldn't work either.
Interesting. The way I'd do that would be to put a parallel process event on every map that isn't passable, and teleports to the player's location when you press shift and then teleports back when you press it again. But that wouldn't work when the player is in passthrough mode, and it's a lot more than three lines and requires a lot of events.
I'd be interested to see the smaller differences between both methods. Post a link here when your done.
It does work though, but it probably shouldn't in theory. Perhaps its cause I use dynrpg or ultimate rpg maker? Also it only takes 3 lines to stop everything, but for practical use it will take more.
Edit: I will post when it is up.
Edit2: I accidentally deleted the common event that calls the map event, so I had to remake it and now it won't toggle on/off anymore probably because I forgot to add something. For the life of me though I don't know what I could be leaving out. Anyways I won't be making a tutorial because as of now it has no practical use as it is and I am not sure how to make it so. Here is the coding that pauses the map in case you guys want to check it out.

Note: It will not work as a parallel event. And it is possible to get it to work through common events, but I can't seem to do it again and now it only works if your character triggers it.
Edit: I will post when it is up.
Edit2: I accidentally deleted the common event that calls the map event, so I had to remake it and now it won't toggle on/off anymore probably because I forgot to add something. For the life of me though I don't know what I could be leaving out. Anyways I won't be making a tutorial because as of now it has no practical use as it is and I am not sure how to make it so. Here is the coding that pauses the map in case you guys want to check it out.

Note: It will not work as a parallel event. And it is possible to get it to work through common events, but I can't seem to do it again and now it only works if your character triggers it.
...Why not a common event, auto start on a switch? Call an image, if button pressed, erase image and turn switch off. Easy done, no teleporting necessary.
and teleports to the player's location
Does this pause event affect the built-in timers?
If you switch off parallel process events when the pause key is pressed, you might not be able to turn them back on at the exact command line they should be running.
If you switch off parallel process events when the pause key is pressed, you might not be able to turn them back on at the exact command line they should be running.
You can trigger it by using the Call Event, second drop down option. In order to be able to toggle this you need a way to break out of that loop. Like a switch and jump to label 2 that is at the end. This might end up causing some lag. I'll have to try it some time.
My guess is that this simulates the effect of an autostart event. In that an event code runs that takes priority over other things(but not all) and repeats endlessly.
My guess is that this simulates the effect of an autostart event. In that an event code runs that takes priority over other things(but not all) and repeats endlessly.
My game file must be have broken again because that doesn't work and its a fresh game. Some reason my games will break randomly by events not working as they should even though they do if I create a new game, possibly a fault from ultimate RPG maker.
You can end the event using end event process instead of using more labels. Also timer should still function, I know custom made ones do.
I still don't see why this does what it does because if you put this in a parallel process it does nothing.
You can end the event using end event process instead of using more labels. Also timer should still function, I know custom made ones do.
I still don't see why this does what it does because if you put this in a parallel process it does nothing.
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