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  #1    
Old 3 Weeks Ago (6:03 PM).
PikaUsedIronTail's Avatar
PikaUsedIronTail PikaUsedIronTail is offline
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I was working on my game's intro, and I planned to add a cutscene. The cutscene was added successfully, but the player doesn't seem to be turning invisible. Please help
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  #2    
Old 3 Weeks Ago (4:30 AM).
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komaoto komaoto is offline
 
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Use:
"set transparency flag"

event command instead of changing player graphics.

Edit:
And, if the player didn't turn invisible right away, set the trigger as parallel process. I had one time when the autorun didn't worked appropriately for transparency, but with parallel it worked like a charm!
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  #3    
Old 3 Weeks Ago (4:45 AM).
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PikaUsedIronTail PikaUsedIronTail is offline
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Quote:
Originally Posted by komaoto View Post
Use:
"set transparency flag"

event command instead of changing player graphics.

Edit:
And, if the player didn't turn invisible right away, set the trigger as parallel process. I had one time when the autorun didn't worked appropriately for transparency, but with parallel it worked like a charm!
Would this be correct?
(I keep trying but it doesn't seem to be working :/)
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  #4    
Old 3 Weeks Ago (9:42 AM).
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komaoto komaoto is offline
 
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Maybe you are having a conflict with "Wait for move's completion". Remove that and try again. I don't see why it shouldn't work.
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  #5    
Old 3 Weeks Ago (10:50 AM).
Rickvs Rickvs is offline
 
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Judging from the kind of event set up, it looks like you'll definitely want an Autorun event instead of a Parallel Process.
Parallel Process is more suited for things you'd like to do in the background while the player still has full control, like for example constantly changing the tone of the screen to resemble a flashing alarm.

That still leaves the initial problem, although it's safe to delete the 'Wait for completion' action after the 'Change transparency flag'. 'Wait for completion' is specific for usage directly after 'Move route' actions.

Like komaoto, I've no idea why this event wouldn't turn the player invisible. Are you sure there's no interfering events somewhere else in the map?
Are there other autorun events in the map?
I'm 99% sure that the default door events placed in the Pokémon Essentials example maps all have autorun events as well that turn the player invisible if he/she is on top of said door event when the map loads. (to simulate a house exit animation)
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  #6    
Old 3 Weeks Ago (12:30 PM).
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PikaUsedIronTail PikaUsedIronTail is offline
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Got it fixed, thanks you two c:
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  #7    
Old 3 Weeks Ago (6:55 PM).
rizakh rizakh is offline
 
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How you fixed it?
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  #8    
Old 3 Weeks Ago (4:14 AM).
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PikaUsedIronTail PikaUsedIronTail is offline
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Quote:
Originally Posted by rizakh View Post
How you fixed it?
I removed the "Turn invisible" part of the cutscene script and placed it the moment before you teleport from the intro to wherever you want to spawn.
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