• Do not use Discord to host any images you post, these links expire quickly! You can learn how to add images to your posts here.
  • Eevee Expo's webhost has been having technical issues since Nov. 20th and you might be unable to connect to our site. Staff are also facing issues connecting, so please send a DM to Cat on-site or through Discord directly for faster service!

Solved - Delay Set Move Route Until After Text Is Read

Disparate Dawn

Rookie
Member
Joined
May 19, 2021
Posts
9
I'm trying to set up some events where the event character is initially talking to someone else, notices the player, then turns to face them. As such I am wanting to set the event up such that the Set Move Route only occurs after the player has pressed continue through the dialogue.
I've been noticing though that no matter what I set up I'm seeing the move route occur as soon as you active the event. I've grabbed a pretty basic example here just for illustration but I've tried a variety of things: setting another move route to wait until this one, setting the text in a loop which is broken as soon as the player makes a dialogue choice, etc. So far nothing I have done seems to address this issue. I'm wondering if anyone else has run into something similar and how they have fixed it.
8G9iIvV.png
 

AenaonDogsky

Arbiter of Doggos
Member
Joined
Dec 12, 2017
Posts
511
I'm trying to set up some events where the event character is initially talking to someone else, notices the player, then turns to face them. As such I am wanting to set the event up such that the Set Move Route only occurs after the player has pressed continue through the dialogue.
I've been noticing though that no matter what I set up I'm seeing the move route occur as soon as you active the event. I've grabbed a pretty basic example here just for illustration but I've tried a variety of things: setting another move route to wait until this one, setting the text in a loop which is broken as soon as the player makes a dialogue choice, etc. So far nothing I have done seems to address this issue. I'm wondering if anyone else has run into something similar and how they have fixed it.

This occurs because by default, the engine expects the event to face the player as soon as the Action Button is pressed.
To resolve this, set the event's "Direction Fix" Option to ON, then after the first textbox in the command list, Set Move Route to Direction Fix OFF (inside the move route) before you Turn Toward Player.

Don't forget to do this in the next event page if you want this to repeat (since I see you've set a different page after this one)

Sidenote: it's a good thing to use the"Wait for Move Completion" command after every Move Route command, unless you want concurrent movement/particular timing in your move routes. This was in later RPG Maker engines included as an option in the Move Route window tab itself.
 
Last edited:

Disparate Dawn

Rookie
Member
Joined
May 19, 2021
Posts
9
Thank you very much, just tested the implementation and it is working perfectly.

And don't worry I'm making plenty of using out of Wait for Move completion though I tend to keep that for when characters are moving between different locations and less for turning.
 
Back
Top