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Alicia Jewel
Recently, I've had a problem with my events "skipping" or just misbehaving in general. For instance, one event has your character hide under a table before the villain comes in to look for you. When she finds you, your character is supposed to jump out from under the table so you can continue running. However, at this point, the game plays the door sound effect that was present near the beginning, sets the villain to continue chasing you, and then makes you reappear, which often causes problems when you pop up right next to her.

I'm sorry if this sounds vague, and I'm also sorry I can't show a specific example. (The universe seems hell-bent on not letting me record my problem...) More than anything, I just want to know if there are any general problems that could cause this kind of behavior. My friend has suggested that I might be overloading the engine because I have a few other common events running in the background, as well.
Alt_Jack
I do action scenes like this, too. Chase scenes are horribly difficult, but they can be done. It takes some finesse, mind you.
I had one where guards corner my char, then he jumps up onto a wall, runs across, jumps onto another one, then jumps down, all the while having the guards chase him.
You might have to make a seperate event to control the scene that erases itself when it's done. You could also have a planned move route for the villain, rather than just arbirarily wandering around.
Do you mind posting the event code?
sasofrass
QUOTE (Alicia Jewel @ Aug 23 2010, 10:02 PM) *
Recently, I've had a problem with my events "skipping" or just misbehaving in general. For instance, one event has your character hide under a table before the villain comes in to look for you. When she finds you, your character is supposed to jump out from under the table so you can continue running. However, at this point, the game plays the door sound effect that was present near the beginning, sets the villain to continue chasing you, and then makes you reappear, which often causes problems when you pop up right next to her.

I'm sorry if this sounds vague, and I'm also sorry I can't show a specific example. (The universe seems hell-bent on not letting me record my problem...) More than anything, I just want to know if there are any general problems that could cause this kind of behavior. My friend has suggested that I might be overloading the engine because I have a few other common events running in the background, as well.


If you have them moving from the event, make sure you put Wait for Move's Completion, otherwise it will skip.
Alicia Jewel
I don't mind at all! http://img687.imageshack.us/img687/4429/eventz.png (I'm using UMS, so that's why I've got the \c1 and\c5.)

I'll be sure to give your erasing event idea a try, but I'm not sure about the planned move route. She's supposed to be chasing you around, and the best way to do that is to have her Approach you.

EDIT: That didn't work. :/ Fooie.

QUOTE (sasofrass @ Aug 24 2010, 05:00 PM) *
QUOTE (Alicia Jewel @ Aug 23 2010, 10:02 PM) *
Recently, I've had a problem with my events "skipping" or just misbehaving in general. For instance, one event has your character hide under a table before the villain comes in to look for you. When she finds you, your character is supposed to jump out from under the table so you can continue running. However, at this point, the game plays the door sound effect that was present near the beginning, sets the villain to continue chasing you, and then makes you reappear, which often causes problems when you pop up right next to her.

I'm sorry if this sounds vague, and I'm also sorry I can't show a specific example. (The universe seems hell-bent on not letting me record my problem...) More than anything, I just want to know if there are any general problems that could cause this kind of behavior. My friend has suggested that I might be overloading the engine because I have a few other common events running in the background, as well.


If you have them moving from the event, make sure you put Wait for Move's Completion, otherwise it will skip.

Ah, sorry... I missed your post there. I checked my movements, and they all have that if necessary.
Alt_Jack
QUOTE (Alicia Jewel @ Aug 24 2010, 03:04 PM) *
I don't mind at all! http://img687.imageshack.us/img687/4429/eventz.png (I'm using UMS, so that's why I've got the \c1 and\c5.)

I'll be sure to give your erasing event idea a try, but I'm not sure about the planned move route. She's supposed to be chasing you around, and the best way to do that is to have her Approach you.

Hmm...it's kinda hard, because I have to piece it together in my mind....well, you could try this:

give this a try

create a switch called 'chase'
at the end of your event that you posted, have it turn on
create a parallel process
"condition branch if switch chase is on"
"set move route" Dollie
-approach, repeat action, don't wait for completion
"Set move route: player"
-Speed 2X faster

I made a similar one for my HellFIRE event with guards. You can use it whenever someone is being chased, and makes you slightly faster. Be sure to turn both off, after.
Alicia Jewel
QUOTE (Alt_Jack @ Aug 24 2010, 06:02 PM) *
QUOTE (Alicia Jewel @ Aug 24 2010, 03:04 PM) *
I don't mind at all! http://img687.imageshack.us/img687/4429/eventz.png (I'm using UMS, so that's why I've got the \c1 and\c5.)

I'll be sure to give your erasing event idea a try, but I'm not sure about the planned move route. She's supposed to be chasing you around, and the best way to do that is to have her Approach you.

Hmm...it's kinda hard, because I have to piece it together in my mind....well, you could try this:

give this a try

create a switch called 'chase'
at the end of your event that you posted, have it turn on
create a parallel process
"condition branch if switch chase is on"
"set move route" Dollie
-approach, repeat action, don't wait for completion
"Set move route: player"
-Speed 2X faster

I made a similar one for my HellFIRE event with guards. You can use it whenever someone is being chased, and makes you slightly faster. Be sure to turn both off, after.

I already have the entire chasing/running system in the game. My ONLY problem right now is the events skipping around and being all spazzy.
Night_Runner
While in game, press F2. In the title of the window, it should say how many frames per second (FPS) your game's running at.

If you have Smooth Mode on (press F1 while in game to check), it should be running at 40 FPS. If Smooth Mode is off, it should be running at 20 FPS.

If it's dropping down below 10 FPS, your characters are probably lagging.
Alicia Jewel
I know what's going wrong! It's not the event skipping around at all--it's that I have a parallel process going on in the background that's directly interfering with the events in question! I can't believe I didn't realize this sooner... A mod can lock this now. :3
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