FatYogi 6 Report post Posted December 27, 2011 (edited) dunno if im putting this in the right spot or not but... i hate asking for help with problems, i usally figure them out on my own but meh, i like looking to learn new things. a few days ago i picked up "RE shooting system" and having a good time making cute bears shoot cute monsters... yes, thats how i spend my time. but i noticed items/weapons dont shine in the game at all. Whats Resident Evil with out shining items? (also if anyone just wants ashine) Animation and sprite so i wanted to know if you can have an animation looping over an event thats set to Key Action thats not set to parallel process i fail with events and tried on my own but the animation only plays when you talk to the item the event is adding my own crappy eventing and finally and still i suck and wanted to know how to get this working, or if its even possible to do? teach me my wrong doings and show me the light :I yeah i went there... Thank you, Grazie. Edited December 27, 2011 by FatYogi Share this post Link to post Share on other sites
0 Dragon324 16 Report post Posted December 28, 2011 The reason why its like that is because of the fact that the common event call is in the event with the action button. *Pounds Head* lets see I'm assuming you want the shine there until the player picks up the weapon.The only way I'm seeing this happening is by setting two separate events on the map with the weapon. The first event being the weapon itself with what u have besides the call common event. The second Event being blank and then using the animation u have on a parallel process (idk y u dont want to use this it's about the only was ur going to get it to work.) In the second event set the animation and it should loop just make sure in your first event to add a switch for when the player picks it up and then when that switch comes on, have the animation stop playing. ~Hope this helps. Share this post Link to post Share on other sites
0 Polraudio 122 Report post Posted December 28, 2011 I would make a switch that is always on and use that to activate the common event. The problem your having is 2 things. 1 your using show battle animation, 2 your having the event call the common event that will only make it shine when they activate the event. Keep the common event that makes it shine and just make it already activated by an always on switch. Remove the call event on the weapon event. That should fix your porblem. EDIT: Use dragons way with the events on the map using parallel process instead. Its way better than my way lol. Share this post Link to post Share on other sites
0 FatYogi 6 Report post Posted December 29, 2011 Why i love this place, always friendly and helpful. Thankies a lot duders. Share this post Link to post Share on other sites
dunno if im putting this in the right spot or not but...
i hate asking for help with problems, i usally figure them out on my own
but meh, i like looking to learn new things.
a few days ago i picked up "RE shooting system" and having a good time making
cute bears shoot cute monsters...
yes, thats how i spend my time.
but i noticed items/weapons dont shine in the game at all.
Whats Resident Evil with out shining items?
(also if anyone just wants ashine) Animation and sprite
so i wanted to know if you can have an animation looping over an event thats set to Key Action
thats not set to parallel process
i fail with events and tried on my own but the animation only plays when you talk to the item
the event is
adding my own crappy eventing
and finally
and still i suck and wanted to know how to get this working, or if its even possible to do?
teach me my wrong doings and show me the light :I
yeah i went there...
Thank you, Grazie.
Edited by FatYogiShare this post
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