When I compile my game I get the following message in a warnings.txt file
Quote(in room 14): Wait() was used in Player Enters Screen - use Enters Screen After Fadein instead
apparently it comes from this bit of code:
function room_Load()
{
aPOL_lens_flare_short.Stop();
cChar2.Transparency = 100;
cChar2.FollowCharacter(null);
cEgo.Move(316, 10, eBlock, eAnywhere);
mouse.DisableMode(eModeAttack);
cEgo.LockViewFrame(78, 2, 0);
cEgo.SpeechView = 79;
}
Note: the game plays fine.
Searching the forums, found some vague clues that it may be regarding LockView ??? Nothing that really helps me..
If you use LockView after fade-in will there be a noticeable frame switch?
Quote from: MiteWiseacreLives! on Tue 16/12/2014 17:53:02
use Enters Screen After Fadein instead
Okay, did you do that ?
function room_AfterFadeIn()
{
aPOL_lens_flare_short.Stop();
cChar2.Transparency = 100;
cChar2.FollowCharacter(null);
cEgo.Move(316, 10, eBlock, eAnywhere);
mouse.DisableMode(eModeAttack);
cEgo.LockViewFrame(78, 2, 0);
cEgo.SpeechView = 79;
}
You have a "eBlock" command there, try changing it to "eNoBlock"... ;)
Ok your right, I was being lazy and not doing the testing... little afraid to break something at this point.
Although, I did think it would be good for documentation to identify what actually triggers this.
This:
cEgo.Move(316, 10, eBlock, eAnywhere);
is bad in room_Load() (eBlock == Wait ??)
Changed it to
cEgo.x = 316;
cEgo.y = 10
and now AGS is happy again.
Edit:
Your totally right Cassiebsg
You should not use any blocking function in Room_OnLoad, or game_start(). This is a general rule.
yes, with eBlock you telling your game to wait until your character reaches it's destination.
Yah, should have known better! Don't know why I didn't put it in the player.changeroom command either :-[
SOLVED