FaceCharacter/Face location blocking or not?

Started by Proskrito, Fri 17/12/2004 22:18:55

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Proskrito

In the manual it says that FaceCharacter is non-blocking, but it seems to be blocking, it pauses the game as it had a Wait(1), and the compiler doesnt allow you to write it in the rep_ex_always.
Is this the way its supposed to be?
If so, the manual could be updated to clarify this.
I, for one, would find a nonblocking FaceCharacter function useful, but since it can be done with a custom function, no problem : )

Pumaman

Ah, the manual is out of date, it was written before the "Turn to face" option came along.

Basically, if you have "turn to face direction" enabled, then FaceCharacter/Location will block while the character turns. Otherwise, they will return instantly.

I'll update the manual to reflect this.

Radiant

...but with the advent of the OO system, wouldn't 'blocking' be a useful parameter to the Face* functions as well? I know I would use it :)

Pumaman

Good point, would people find that useful?

Bernie

I would find it useful. My game requires it to be non-blocking, so I had to disable 'turn to face'. If the FaceLocation/Character commands had a flag or something to enable/disable blocking, it would be awesome.
I haven't looked into the OO stuff yet, but would the old commands also be updated if that's going to be added?

Scorpiorus

I like the idea of having a 'blocking' flag in the Face* functions.

QuoteI haven't looked into the OO stuff yet, but would the old commands also be updated if that's going to be added?

I'm, personally, not sure whether it's worth changing old-style functions because in AGS 2.7 you can have:

character[NAME].FaceLocation(...);
character[NAME].FaceCharacter(...);

Pumaman

As of 2.7 the old-style commands will no longer be updated.

The old style commands will be retained in their current state for backwards compatibility, but it is envisiged that all new script would be written in the new OO-style.

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