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Posted 2005-01-17, 10:12 PM
in reply to heb786's post "Trying to make people move."
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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!
<>
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You can have the inside-the-church event go based on the timer as well, nothing difficult with that.
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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.
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As to the alignment bar thread, it's open. I was actually wondering what came of that, heh...
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