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Stopping player movement input

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Rep: +0/-0Level 83
Is it possible to prevent the player from inputting movement commands but still allow other events "including the hero" to continue moving through event processes?

I'm making rather lengthy cut scenes but there are points where I can still tell the hero to move which destroys the precise positioning . :(

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Rep:
Level 86
Sonic Dog -> Light Spear -> Overlimit -> Slash
Why don't you just get rid of anywhere your hero is allowed to move? If you put a wait command in its place, it's basically like stopping the player from moving.

That is, unless I completely missed the point of your question. Can you elaborate on what "still allow other events "including the hero" to continue moving through event processes" means?

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Rep: +0/-0Level 83
I have a cutscene where the hero chases a slime down a road and corners it. the slime starts glowing and then splits into 2, then 3 which all attack the hero. I don't the player to make an manual movement commands which would alter the series of events.

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Rep:
Level 86
Sonic Dog -> Light Spear -> Overlimit -> Slash
Yeah, just use the move event command for your hero. Give the player no say in how the scene goes :P There shouldn't be any instance where the player has the option to move, at least in how you explained the scene.

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Rep: +0/-0Level 83
while the slimes are flashing the hero is able to move :(

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Rep:
Level 86
Sonic Dog -> Light Spear -> Overlimit -> Slash
If halt other processes while flashing is checked, your hero shouldn't be able to move.

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Rep: +0/-0Level 83
There are still points in the event where the player can move. When the hero corners the slime it runs around looking for an escape. While the slime is moving and the hero isn't the player can input movement commands.

I'm really looking for a consistent method of preventing any player input for a set period of time. I don't see how any kind of cut scene could function, unless you constantly had text or motion going on, without this.

I've tried everything i can think of at this point. I tried making an invisible event that floated under the feet of the hero that would freeze him in place when called. That failed because of syncing issues.

I tried having an event that, when activated, would tell the hero to wait on a loop until the event was turned off. that failed because it would freeze the hero permanently.

Nothing seems to work! This is such a basic function that I know it's a quick fix but I just can't seem to find it. I'm slowly losingmy mind.