I've been trying to make an event that when you step on it, it will make the "EM Question" or "EM Exclamation" animation appear. I've tried making an event with multiple pages
@>Show Animation : Player, [EM Question]
@>Control Switches: [0029: Cavein] = ON
Pg.2
@>Text: Looks like there was a cave-in
@>Control Switches: [0029: Cavein] = OFF
It will alert you once, but it won't alert you again until you talk to the Event. I don't want it to be something overlooked. Is there something I overlooked?
(Sorry If this is the wrong section, If it is)
I'm not certain what you're doing here... I'm assuming that you have a character sheet or a frame of animation that has your character with an 'alerted' icon above his head or something similar? (I'm assuming that's what the [EM Question] is.)
Soooo... if the event is player touch, then when your player touches the event, the graphic of the player becomes that with the 'alerted' icon and a switch is ON, then the 2nd pages is autorun (or parallel process) and automatically displays a message, then turns the switch off? Is that correct?
And what you want is to have the 'Alerted' icon to stay on screen longer than an instant so that the player sees it before the messages blasts on screen? Because if that's true, then all you need to do on the 2nd page of the event is before the Text command, place a wait command of like 15 frames or so. That's about a 1/2 in XP. So what will happen, is if the player touches the event, the 'alert' will pop up, hold for 15 seconds then display the text command. The player then kills the window and the event switches back to the first page.
Is there something different you wanted?
Sorry if I was not clear.
I want the player to inspect the event on their own, not have it happen by itself.
Like, If you have an event that is Player touch, and you set it to play an Animation every time they step on it w/o showing any text. But if they press Enter while on the event, it displays the text.
It's probably something that involves scripting. x.x
But I'll try and mess with it some more and see what I can Find out.
Use self switches when you can, you got four of them. Other wise you'll end up with a lot of switches for your game. (can turn into a real mess)
as for your event system, you don't need scripts to do that. I'll whip together an event system in a demo for you. *eh its small so there is no need*
here is the event:
___________________________________________________________________
Pg. 1
trigger: event touch
Show Animation: Player, [EM Exclamation]
Text: It looks like there was a cave in.
Control Self Switch: A=ON
Pg. 2
trigger: action button
[X] Self Switch A is ON
Text: It looks like there was a cave in.
______________________________________________________________________
Thats about it explain if i missed any thing.
This little demo might explain some things.
There are three mountains. The 3rd one, I got the way I want it (With Conditional Branch) but I can't get the "If Button A is being pressed" part to work.
Ok, what is it you want it to do when you press the A button?
OK, use this:
_______________________________________________________
Trigger: event touch
Conditional Branch: Self Switch A==OFF
Show Animation: Player, [EM Question]
Control Self Switch: A=ON
Branch end
Conditional Branch: The A button is being pressed
Show Animation: Player, [EM Question]
Text: It looks like there was a cave in.
Wait: 10 frame(s) "Prevents a loop"
Branch end
__________________________________________________________
That should work.
With a little bit of Editing, It works Perfectly!
All I changed was the "Show Animation" part to the top of the Command list.
Thank you so much!
Your welcome.