I was attempting to make it so that when the player is drunk or confused the directional movement of the player is altered but when the player is sober then directional movement returns to normal. So if the player is drunk then when left button is pushed the player moves up, when up button is pushed the player moves down, and so forth making a very confused movement but when player is not drunk then the movent returns to the default such as when up button pushed the player moves up etc. I used a common event set to parallel and with a condition switch.
This works fine as far as causing the altered movement to happen when the drunk switch is on, but when I turn the drunk switch off instead of reverting back to the default movement the player doesn't move at all. Is there a process that I need to include that would revert the players movement back to the default movement? I have a demo if that would help.
I was attempting to make it so that when the player is drunk or confused the directional movement of the player is altered but when the player is sober then directional movement returns to normal. So if the player is drunk then when left button is pushed the player moves up, when up button is pushed the player moves down, and so forth making a very confused movement but when player is not drunk then the movent returns to the default such as when up button pushed the player moves up etc. I used a common event set to parallel and with a condition switch.
This works fine as far as causing the altered movement to happen when the drunk switch is on, but when I turn the drunk switch off instead of reverting back to the default movement the player doesn't move at all. Is there a process that I need to include that would revert the players movement back to the default movement? I have a demo if that would help.
Drunk Demo
Any help would be greatly appreciated.
SOLVED! It was a simple oversight on my part. Here is the finished and working demo...
Drunk Movement Finished
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