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Events, Seconds and updating NPC whereabouts..

PostPosted: Fri Apr 14, 2017 9:06 am
by DazaKiwi
It seems if you have an Event that is set to run immediately at the start of your game and after so many seconds it will run a task that moves a NPC to where the player is as a timed entrance, but Adrift gets muddled. That is after that task in question is run and you type x character Adrift doesn't know who you are talking about because as far as its concerned that NPC isnt there, until you enter the command again or any other command. It seems when the task moved the NPC to Players location Adrift hasn't updated this truly in the current turn and has to wait until the next turn cycle to update itself. I tried using making a task that skipped a turn run in the subevent before the move NPC task but that didn't work.

Is there a way around this still using an timed event? i have gone the easy route and have instead created a task rather than use an event that asks the player to type "Continue" and then move NPC.

Re: Events, Seconds and updating NPC whereabouts..

PostPosted: Fri Apr 13, 2018 5:26 pm
by Campbell
Can you add a bug report please?

Re: Events, Seconds and updating NPC whereabouts..

PostPosted: Mon Apr 16, 2018 4:14 am
by DazaKiwi
Campbell wrote:Can you add a bug report please?


I will call this as a false alarm. I just made a little demo to try and replicate this (as my project i had this issue on i've since done it a different way) and I wasn't able to reproduce this. I was able to move a npc to a location. I think i was switching player with another NPC in my game, so i did that in my demo and still couldn't reproduce the problem i had. So will leave it for now as a false alarm.