Help: Game Crashes during Transfer Player

Algalirept

Novice
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Joined
Apr 8, 2017
Posts
18
The problem I'm having is probably a minor one but its resilient nonetheless. In the beginning of my game a cutscene occurs before a player character can be selected so it the Starting Position that's running the show and it works for the most part. The problem occurs when I need the scene to transfer to another map in order to continue the set up of the game, unfortunately with no "Player" to transfer the game immediately crashes. I've tried a few fix's like making an invisible dummy to act as the "Player" and allow transfer but it pretty much gives me the same error. I've got some screenshots of my Cutscene Event as well as a video and I'm hoping its enough information to help clarify my issue. I apologize in advance for their cringy format and quality, I'm still learning how to upload stuff to the internet:sweat:. Also I'd like to thank you for taking the time to look at my problem, I really appreciate it.
 

Mr. Gela

Discord: theo#7722
Member
Joined
Jul 19, 2015
Posts
188
To my knowledge, there's no workaround; you need to initialize the player before you're able to use "transfer player" commands. You could just create a "dummy" player, with no graphics, or you could make it the first default, but make it invisible before that. You'll avoid showing the player graphic either way.
 

Algalirept

Novice
Member
Joined
Apr 8, 2017
Posts
18
To my knowledge, there's no workaround; you need to initialize the player before you're able to use "transfer player" commands. You could just create a "dummy" player, with no graphics, or you could make it the first default, but make it invisible before that. You'll avoid showing the player graphic either way.
It took me a bit to figure out how to initialize the player without the graphic showing like an unwanted guest, even setting it to 0 didn't seem to be working since the Stating Position event would immediately transform into the graphic. (I have no idea why though lol) However I seem to have come up with a solution that seems to be working, instead of creating a dummy event by itself I simply added the player script call to the scene and transferred. As soon as the next map popped up the "Player" was still invisible and the Event I've been working on begins to play with no issues. It felt really good to see it working in just the way I intended and it's all thanks to your suggestion, so thank you!:blush:
 
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