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problem with event staying still
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Posted 2006-04-09, 02:19 PM
i am trying to make an event stay in the spot i move it to even if you exit the map it's in. it keeps on going back to it original spot(the spot i placed it in before i tell it to "move event") every time i leave the map and go back. can anyone help?
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sciencekid is neither ape nor machine; has so far settled for the in-betweensciencekid is neither ape nor machine; has so far settled for the in-between
 
 
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Posted 2006-04-09, 08:02 PM in reply to sciencekid's post "problem with event staying still"
sciencekid said:
i am trying to make an event stay in the spot i move it to even if you exit the map it's in. it keeps on going back to it original spot(the spot i placed it in before i tell it to "move event") every time i leave the map and go back. can anyone help?
NO ONE CAN HELP




Actually, once you have the event in it's 'new' place you would just have to do a "change event location" every time you enter the room.



1) When the event is finished moving to it's new location, set a switch [xxxx:SetGuyLocation] to ON

2) Any event that links to the room would have a branch in it, checking to see if [xxxx:SetGuyLocation] is ON. If it is, you would set switch [xxxx: MoveGuy] to ON

3) You would have another event in the room, triggered by "Action Key" for the first page (which is blank) and triggered by "Auto Start" on the second page. The second page would have a precondition of [xxxx:MoveGuy] ON. This event simply does a "Change Event Location" and turns MoveGuy off so it doesn't constantly loop and have the event 'stick'




To summarize, in your teleport events leading to the room, toss in a branch that would activate an auto-start event to toss the target event in it's proper location. It requires an event on that map, since you can't move events that aren't on the current map.

(Alternatively, you can just use one switch that turns ON when you leave the room and activates the event/turns OFF when you enter, but that assumes that you WILL trigger the event to move no matter what.)
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BlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzBlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
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Posted 2006-04-09, 10:50 PM in reply to BlueCube's post starting "NO ONE CAN HELP Actually, once..."
alrighty then, i guess i have no choice but to do that. thanks for the info, bluecube!
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Posted 2006-04-09, 10:53 PM in reply to BlueCube's post starting "NO ONE CAN HELP Actually, once..."
Couldn't you simply have two identical events? Have one in the first position that is on when a variable = 0 and one in the second position that is on if that same variable = 1.
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Noble Swordsman is neither ape nor machine; has so far settled for the in-betweenNoble Swordsman is neither ape nor machine; has so far settled for the in-between
 
 
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Posted 2006-04-09, 11:07 PM in reply to Noble Swordsman's post starting "Couldn't you simply have two identical..."
that was what i was thinking originally, but i thought there may have been an easier way, hence why i asked... but i guess not lol
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Posted 2006-04-10, 05:54 AM in reply to sciencekid's post starting "that was what i was thinking..."
I just figured the event was too complicated for that and was something more than "guy that says hello" or something (I took the request too literally, I think - move a single event to a target location on a map load)

Now that I think about it, if there's only two possible positions for this event an ON/OFF switch is the way to go about it, though for having more than two places you're using variables (and watch out for overlapping - unless you enable event overlap, but that's on by default anyway and few people even know it's an issue)

Though I really hate having two events do the same thing, so I'd do it the above way anyway
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BlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHzBlueCube enjoys the static noises of ten television sets simultaneously tuned to 412.84 MHz
 
 
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Posted 2006-04-10, 09:35 AM in reply to BlueCube's post starting "I just figured the event was too..."
BlueCube, you're a helpful fellow. I've just browsed through here and saw some of your help you were giving and figured I'd tell you you were doing a good job .
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Posted 2006-04-10, 05:40 PM in reply to BlueCube's post starting "I just figured the event was too..."
The only problem with using an on/off switch is you have to add a second blank page to the first event that's active when the switch is on to get rid of it (or something like that). Oh how I wish you could have switch is off as a precondition...
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Noble Swordsman is neither ape nor machine; has so far settled for the in-betweenNoble Swordsman is neither ape nor machine; has so far settled for the in-between
 
 
Noble Swordsman
 



 
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Posted 2006-04-10, 10:21 PM in reply to Noble Swordsman's post starting "The only problem with using an on/off..."
Noble Swordsman said:
The only problem with using an on/off switch is you have to add a second blank page to the first event that's active when the switch is on to get rid of it (or something like that). Oh how I wish you could have switch is off as a precondition...
And the second event as well, but instead it's the first page that's blank so when it's off nothing shows up (and thus when you turn it on, the first event goes blank and the second event shows up)



I still say to just move the character itself, it's just 3 lines in a teleport event, and could be simplified to be an additional page on the master event that moved the character in the first place

Actually, you also could just make an additional autostart page on the character itself that would change the event location and clear the switch to move (which would be set to ON again once you leave the room anyway) but there's always either a million ways to do something in RM2k3 or none at all...

(Also, thanks Willkillforfood, heh)
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Posted 2006-04-11, 01:42 AM in reply to BlueCube's post starting "And the second event as well, but..."
Wait, now I get it! Will kill for food! Man I'm slow...
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Posted 2006-04-12, 07:56 AM in reply to Noble Swordsman's post starting "Wait, now I get it! Will kill for food!..."
It's alright, many people call me "will for" when I play games. I'm like, "wtf?"
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