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Weird Problem

Yin

Member

I just made a common event dash system which changes the character's graphic. Ok, it works fine. BUT when ever I'm in a cutscene, my move event commands don't work. I take it out, it works fine. Could it be a script causing this problem? I'm using cowlol's A* pathfinding script and ccoas's caterpillar script, I'm also using SDK's Game Character individually. Selwyn's Widescreen, Rataime's Shadow, Sun, and Destruction, Blizz ABSEAL, and that's about all the scripts that I think could be the problem (if scripts can mess with this stuff.) What I think is happening is it's not waiting for the moves to finish, it just plays the last movement and that's it, but only for the player. My events work fine.
 
Well, I'm not entirely sure what's causing that. However, you can try turning off the control switch of the common event during cutscenes and then turning it back on when they're finished. In that case, the game ignores the common event as if it isn't there until that switch is on.
 
That is indeed what's going on-- when you set a new move route, it cancels other SMR commands, and the standard common event dash script is constantly setting move route.

So, yes, turn off running during your cutscenes.
 

Yin

Member

Thanks guys that fixed the problem. Now is there any way to tell it to turn off automatically when cutscenes are on? I already have enough switches to toggle at every scene. I know that Selwyn's minimap did this somehow. Something about when the interpreter is running, it cuts it off.
 

Yin

Member

I'm not that good with scripting, I can only spot things out, but I can try. Do you know of any examples I can take a look at, if I do end up making this, this will be my first script ever made from the ground up. I usually just do edits.

Nevermind, I've been looking through game_player and I think I see a way of doing this myself.
 
If you planned what your switches were actually doing well enough you would probably only need the one master switch called Cutscenes ON or what not to control all your common events.

When making them all, just put a conditional branch that checks if Cutscenes On is indeed switched to ON. That way 1 switch controls all the activations, yet you can still toggle them individually with their native switches.

I don't mean to be condescending but the more you work with rmxp, you'll realise the fewer switches that are actually needed. It's very helpful to keep your switches and variables nice and tidy, preferably (in my case) on separate pages. Ie Page 1 of Switches is Character Control Based Switches, then I like to divide up switches by in what town / dungeon they are activated and sop forth.
 

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