hey guys can someone help me with this crash?
(http://i.imgur.com/vcZu2HGl.png) (http://imgur.com/vcZu2HG)
the characters are looped and when they reach certain position they get to start and use addwaypoint again, the game freeze after a minute or near it.
Looks like you've hit some hardcoded waypoint limit. Try adding a cGilman.StopMoving(); before the loop starts over again.
It seems to work, thanks khriss. Maybe it should be added to manual :)
This is my game works..
function room_RepExec()
{
if(Fly==false && !cFly.Moving){
cFly.AddWaypoint(173, 97);
cFly.AddWaypoint(91, 114);
cFly.AddWaypoint(192, 93);
cFly.AddWaypoint(249,119);
cFly.AddWaypoint(149,82);
cFly.AddWaypoint(64,86);
}
}
Change the first AddWaypoint() to a Walk(), like in the example in the manual.
Works with StopMoving() so i can add as many as i want with addwaypoint(). I let them walk for twenty minutes :)
Hey guys,
Re-openning the topic. I had quite the same problem with the error message "way point too complexe" I just delete 2 of the waypoints and it solved the thing perfectly.
But, I had another similar problem. The thing is, I got a big room with 5 NPC including 2 kids who turn around each other with a timer (just like they're playing).
But when I start a dialog with another NPC in the same room, the timers stop and kids stop moving. Sorry if it's a stupid question :'( I tryed to put it into the globalscript with condition if (player.room==9) but I'm not sure it's a good idea. Cheers :D
Here's a bit of code :
function room_Load()
{
SetTimer(1, 1);
SetTimer(2, 1);
}
function room_RepExec()
{
if (IsTimerExpired(1))
{
cLouna.Walk(1755, 835);
cLouna.AddWaypoint(1395, 915);
cLouna.AddWaypoint(1290, 770);
cLouna.AddWaypoint(1610, 700);
cLouna.AddWaypoint(1700, 735);
SetTimer(1, 200);
}
if (IsTimerExpired(2))
{
cLouca.Walk(1290, 770);
cLouca.AddWaypoint(1610, 700);
cLouca.AddWaypoint(1700, 735);
cLouca.AddWaypoint(1755, 835);
cLouca.AddWaypoint(1395, 915);
SetTimer(2, 200);
}
}
Try this:
In General settings -> Dialog, set "Run game loops while dialog options are displayed" to true.
Hi Khris :)
Thank you, but it's already set on True and it works great for others NPC. But here, it's not really a view/loop, I try to do it adding some "waypoint" into the room rep_execute.
I was hoping I wouldn't have to create a specific view for this, but maybe it is the only solution ?
Thank you again :D