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brightengine2d

Trying to make a autorun

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Hello I made a autorun when new players start for first time. basically its just says welcome you need to see the mayor first. But when a new character starts the game the autorun dose not run, so I have some pic to show how I setup my event. Please can someone help me, and let me know why its not working. Thank you :)

b5787e02a4cf3bbde487705c003131cc.png

 

d267b0f0deb1520a9f7c72302025a0ac.png

 

a69f50fd2ffc79819237d870e6e5b48f.png

 

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Okay :

 

Make sure your "Switch A" is a player switch, not a global switch.

Make sure your event is on the good map where the player will begin the game.

Delete the page 2 and the page 3, they are useless in our case.

In the page 1 let the trigger at Autorun and check the "Passable" and the "Hide Name" options.

Make a Spawn/Execution Condition, make a list, name it and put this condition : Player Switch Switch A is False and click Okay button.

In the event itself make it like this :

@>Show Text: blablablabla

@>Set Switch A to True.

Done.

 

Then this is a Autorun event with only one condition to launch the Switch A is False.

A new player have all the game Switches on False.

After player clicks on "Continue" (by default) on the text, the "@>Set Switch A to True" will be operated and your event will not spawn again because the Switch A will be true.

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Your event is strange, the first page is when the player comes in the game for the first time ? If yes, you need to set a Spawn condition on the first page like that :

d9975f1678d211a0bf6b100327349a35.png

 

What is the other pages ?

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The other event pages are for the autorun to stop. I need to relearn  how to use events because I'm so use to rpg maker event system, I thought this is the same but some stuff is not the same lol. Thanks for posting :)

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7 hours ago, Meto.Z said:

Okay :

 

Make sure your "Switch A" is a player switch, not a global switch.

Make sure your event is on the good map where the player will begin the game.

Delete the page 2 and the page 3, they are useless in our case.

In the page 1 let the trigger at Autorun and check the "Passable" and the "Hide Name" options.

Make a Spawn/Execution Condition, make a list, name it and put this condition : Player Switch Switch A is False and click Okay button.

In the event itself make it like this :

@>Show Text: blablablabla

@>Set Switch A to True.

Done.

 

Then this is a Autorun event with only one condition to launch the Switch A is False.

A new player have all the game Switches on False.

After player clicks on "Continue" (by default) on the text, the "@>Set Switch A to True" will be operated and your event will not spawn again because the Switch A will be true.

 

That is the way I do it as well, nice one :)

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