I've been out of rmxp for a while and i have encountered a problem.
Basially I have made a field map skill where when shift is pressed the player dashes at top speed in the facing direction uncontrollably until it hits an impassable tile. This is working fine.
The problem arises when I want to work this into puzzles. Say you have to time your run to sprint across a disappearing platform, I want a switch to instantly stop all player movement if you mistime it. At the moment I can get the switch to trigger obviously, but the movement still doesn't cease until it has hit an impassable object. basically I need a way for when a switch is triggered all stored movement will be over-ridden. Then I can input some new events for the condition... ie player falls down hole and gets teleported to beginning of platform.
maybe there is a scirpt snippet like Halt Player Movement or something? Or is there an event way I am missing.
The sprint event is set up as a called common event if that helps.
Basially I have made a field map skill where when shift is pressed the player dashes at top speed in the facing direction uncontrollably until it hits an impassable tile. This is working fine.
The problem arises when I want to work this into puzzles. Say you have to time your run to sprint across a disappearing platform, I want a switch to instantly stop all player movement if you mistime it. At the moment I can get the switch to trigger obviously, but the movement still doesn't cease until it has hit an impassable object. basically I need a way for when a switch is triggered all stored movement will be over-ridden. Then I can input some new events for the condition... ie player falls down hole and gets teleported to beginning of platform.
maybe there is a scirpt snippet like Halt Player Movement or something? Or is there an event way I am missing.
The sprint event is set up as a called common event if that helps.