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Trying to make people move.
Okay I have this girl see. I want her to move to a church and then come out after 45 seconds. Also I want to be able to see her if I go inside the church. But when I did that , my character froze. HELP!
Here Is my coding. Move Event: Woman#1. Right Right RIght look up change sprite. (to blank Wait:45.0 seconds. Change sprite to normal. Not how it looks like :haha: Move event: Random. Ok I want her to go her own places until night time. THen I want her to go to her home which is somewhere. How do I do that... P.S BC don't close that allignment bar thread. I've never had time to post up something. Maybe this weekend. |
Assuming that the 45 seconds count within the church, you'll have to either make the whole thing a Common Event (not recommended) or have a Timer running in the background - otherwise, the Wait time won't transfer to the inside. (and once you're outside again, the Wait timer will have to start at 45 again - even if you spent 44 outside waiting). You could do it via variables as well, but at some point a Timer's going to be involved.
Page 1 <>Move Event: Woman #1 (wherever) <>Timer 1 Operation: Set to 45 seconds <>Timer 1 Operation: Start <>Turn switch [xxxx:CurrentlyInChurch] ON (so if you went inside at this point, you can have her be there) <> Page 2 (Precondition: Timer #1 is 0 or less seconds, CurrentlyInChurch is ON) <>Turn switch [xxxx:CurrentlyInChurch] OFF <>Move Event: Woman #1 (reveal her, make her move around) <>Turn switch [xxxx:WentThoughTheChurchRoutineThing] ON <>Blah <> Page 3 (Precondition: [xxxx:WentThoughTheChurchRoutineThing] is ON) <>Randomly walk around! <> ========================= You can have the inside-the-church event go based on the timer as well, nothing difficult with that. ========================= As to making her go places - it all depends on what the definition of night time is within your game. Do you have it running on its own Timer system? Grab the current time and have events dependant on that. Is it based on variables counting the hours (incrementing every time a Timer runs out)? Easy, base the event on the value of that hour variable. Is it based on events that turn the game to night time after you complete some quest? This is a no-brainer - just have that switch affect those events as well. ====================== As to the alignment bar thread, it's open. I was actually wondering what came of that, heh... |
Hey wait! What happened. When I did move event: move randomly (page 3.) She moves around randomly already..... WAIT! Does the timer start when you load a saved game or does it start when you start a new game!?
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...The timer's based on an event, so it only starts when you want it to. If it's already been started when it's saved, then loading the game will continue from where it left off.
Make sure that the 3rd page switch is off, if you don't want her to move around randomly - remember that higher pages = higher priority, so if Page 10 has no preconditions, it will ALWAYS go with page 10 and not pages 1-9. Anyway, if you can't get it to work, post some screenshots of your code.. |
Ok It's working... I think. When I talk to her she disappears.....
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Bah, I should have mentioned to add a Wait here:
Page 1 <>Move Event: Woman #1 (wherever) <>Wait Blah Seconds until she disappears <>Timer 1 Operation: Set to 45 seconds <>Timer 1 Operation: Start <>Turn switch [xxxx:CurrentlyInChurch] ON (so if you went inside at this point, you can have her be there) Assuming that Page 2 is the [xxxx:CurrentlyInChurch] switch it would activate right after the switch happens (which is almost immediately after the move event) unless there's a pause of some sort. I thought there would be more conversation or something to pause for a bit, after she'd left. |
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