PROBLEM WITH THIS CODE [RM2K3]
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I'm making a situation in which the character can't move correctly. I make a parallel event that sets:
If you press right button: walk up
Press left button: walk down
Press up button: walk right
Press down button: walk left
I have a key input process with wait until pressed unchecked.
It works fine... BUT
Action buttons (enter, z, space) don't work if this parallel process is active.
How can I fix this? Checking or unchecking the "Decision Key (5)" doesn't make a difference.
If you press right button: walk up
Press left button: walk down
Press up button: walk right
Press down button: walk left
I have a key input process with wait until pressed unchecked.
It works fine... BUT
Action buttons (enter, z, space) don't work if this parallel process is active.
How can I fix this? Checking or unchecking the "Decision Key (5)" doesn't make a difference.
A time-consuming workaround would be to check the Decision Key (5) box and have the input on enter check the hero's XY and facing and call the event he's facing toward. Of course, this is just remaking the actual function of the action key with commands, and only to be used if simpler methods fail.
Well, I know that's an option, but...
It's weird, I wanted the character to be able to pick up an item while walking crazy... Decision key was not working, so I tried making the item a "hero touch" event. It still doesn't work... If the player touches the item while the parallel event is active, nothing happens.
It's weird, I wanted the character to be able to pick up an item while walking crazy... Decision key was not working, so I tried making the item a "hero touch" event. It still doesn't work... If the player touches the item while the parallel event is active, nothing happens.
that's because the movement of the hero through move events commands won't trigger such events, be it hero touch or collision. (edit: if event is same layer as hero for collision)
For picking up items below the hero, it shouldn't be too time consuming using coordinates though. Just a matter of storing the coordinates of the hero in a variable and then use "get event ID" on those coordinates, and if the event ID equals the one of the item, you make it do whatever the item is supposed to do.
For picking up items below the hero, it shouldn't be too time consuming using coordinates though. Just a matter of storing the coordinates of the hero in a variable and then use "get event ID" on those coordinates, and if the event ID equals the one of the item, you make it do whatever the item is supposed to do.
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