CreatePerson by default sets all entities to the default starting spot on a map. What you need to do manually is to move them through code via SetPersonX/Y() functions.
So, generally speaking adding an entity to map may involve writing a piece of code like this:
function CreateMapPerson(props) {
CreatePerson(props.name, props.spriteset, "persist" in props ? !props.persist : true);
if ("x" in props) SetPersonX(props.name, props.x * GetTileWidth());
if ("y" in props) SetPersonY(props.name, props.y * GetTileHeight());
if ("layer" in props) SetPersonLayer(props.name, props.layer);
}
// Create some entities:
CreateMapPerson({ name: "bob", spriteset: "bob.rss", x: 5, y: 10 }); // place bob at tile position 5,10 on default layer
CreateMapPerson({ name: "sam", spriteset: "sam.rss", x: 10, y: 12, layer: 2 }); // place sam at tile position 10,12 on layer 2
Now, there is one exception, you cannot place enemies before the map engine loads (I have no clue why, there is no reason for this). So in the case of starting up a new game, you'll have to get tricky:
function game() {
CreatePerson("player", "player.rss", false);
AttachInput("player");
AttachCamera("player");
QueuePersonScript("player", "CreateMapPerson({ name: 'bob', spriteset: 'bob.rss', x: 10, y: 5 })", true);
MapEngine("map.rmp", 60);
}
It looks hackish, but that's like one of three methods of trying to place entities as the map engine loads. This is the easiest solution, equivalent solutions would require you to use SetDelayScript, or SetDefaultMapEngineScript. But this is the safest what I showed above since it doesn't overwrite any existing scripts.
The function CreateMapPerson is a bit advanced, it takes properties in it's input rather than the standard style of input. This is so you can pick and choose what parameters you want to use. In this way you can decide to only choose an x position, or only a layer, or decide whether or not to persist the created entity. (Persisting an entity means: will he live to see a map change? Since changing maps kills all entities. Setting persist to true keeps the entity).