albertibay 0 Report post Posted September 27, 2012 umm can someone tell me how to stop common events from restarting when entering a new area cause i made a 6 phase day and night system the only problem is common events seem to restart when entering a new area Share this post Link to post Share on other sites
0 Saltome 16 Report post Posted September 27, 2012 Hmm, they shouldnt do that unless you are telling them to. What exactly is reseting, the actual time of day or just the lighting? Share this post Link to post Share on other sites
0 albertibay 0 Report post Posted September 27, 2012 when its night time then i enter another area it the screen color tone goes back to the original one, but stays on the same phase of the system Share this post Link to post Share on other sites
0 Saltome 16 Report post Posted September 27, 2012 (edited) Well im not sure, it would help if i see the events you are using in order. Edit: Maybe when the day passes you dont set the phase of day back to 1? Edited September 27, 2012 by Saltome Share this post Link to post Share on other sites
0 albertibay 0 Report post Posted September 27, 2012 (edited) Edited September 27, 2012 by albertibay Share this post Link to post Share on other sites
0 Saltome 16 Report post Posted September 27, 2012 Hmm you missed the morning picture and copied the afternoon twice. And i kinda need it too. Share this post Link to post Share on other sites
0 albertibay 0 Report post Posted September 27, 2012 fixed Share this post Link to post Share on other sites
0 Saltome 16 Report post Posted September 27, 2012 Ok first of all, you have no waiting times in your morning stage, so it completely skips over it. Other than that it works fine, the only problem you might have is when you go back to the map where you start the game it messes up the clock since it starts it again. To fix that go in the event where you first activate the Morning switch. Add a conditional branch, with self-switch A is OFF. Then inside the branch put the switch that starts your clock, also put a Control self-switch event, and set A to ON Share this post Link to post Share on other sites
0 albertibay 0 Report post Posted September 28, 2012 nope not that the switch starts in an unenterable cutscene Share this post Link to post Share on other sites
0 diagostimo 11 Report post Posted September 28, 2012 it seems like you are using alot of common events, could you not just utilize varibles, you could have a second, minute and hour variable, just increment the seconds variable at a set speed, then get your minute and hour variable to change accordingly, then you can change your tiniting at a set hour an minute, e.g. condional branch that hour is 6, min is 0 and second is 0, i think it would save alot of switches and common events is all :) Share this post Link to post Share on other sites
0 Saltome 16 Report post Posted September 28, 2012 (edited) Yes he could, infact he can use a single common event to increment the phase and update the graphics, two variables to keep track of the current phase and time. Unless he wants to have an actual clock like you suggest, but such detail isn't really needed if all he uses it for is to change the screen color. Um didn't see you there Albertibay, how about i just go and make you a new common event. Unless you want to send me your project to see the exact conditions i cant think of anything else. http://www.mediafire.com/download.php?5kkqdd17laeuoi5 Here, just copy the common event and the map event. Its set up so it goes to next phase of the day every 60 frames, which means once every second. Change the conditional branch that checks Time>60 to however many frames you want each phase to take. And don't forget to change the color every phase uses. Edited September 28, 2012 by Saltome Share this post Link to post Share on other sites
0 dolarmak 23 Report post Posted September 28, 2012 Yeah, a single common event would probably save you effort in figuring out your mistakes. My thoughts are you may have just forgot to turn off the switches at start up. Make sure the switches are all turned off at first cause they may cause conflicts when entering new maps. By using a single variable for the day/night you could avoid that issue. I'd also check out Day/night scripts that are available here on the site ( ForeverZer0's Climate and Time Script for example) to give you an idea of what to do. You should always remember to look up if the script exists first before making a post cause more often than not the script already exists. If you need more help I could even post an easy event script if you don't find anything you like on other sites if it's still giving you trouble. Just message me. Share this post Link to post Share on other sites
0 albertibay 0 Report post Posted September 29, 2012 thanks never thought of using one common event cause i thought that would break my day-night hud i just copy pasted my old one which was a normal event Share this post Link to post Share on other sites
0 dolarmak 23 Report post Posted September 29, 2012 Nah, you can do a lot in a single common event, as long as you get the sequence right everything should work fine. As for your hud, what are you useing? Share this post Link to post Share on other sites
0 albertibay 0 Report post Posted September 30, 2012 Just a couple of switch and variable related pictures of my own Share this post Link to post Share on other sites
umm can someone tell me how to stop common events from restarting when entering a new area
cause i made a 6 phase day and night system the only problem is common events seem to restart when entering a new area
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