unexplained lag for clickable hotspots

Started by jamesreg, Sun 19/07/2009 23:14:46

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jamesreg







function room_AfterFadeIn()
{
 mouse.Visible = false;      //turns mouse off

RemoveWalkableArea (1);     //keeps player from moving

SetMusicRepeat(0);

PlayMusic(1);            //play star trek theme

SetBackgroundFrame(0);      //switch to title screen 1

Wait(650);                  //wait for a moment

SetBackgroundFrame(1);      //switch to title screen 2

Wait(500);                  //wait for a moment

SetBackgroundFrame(2);      //switch to title screen 3

Wait(300);                 //wait for a moment

SetBackgroundFrame(3);      //switch to title screen 1

Wait(400);        

SetBackgroundFrame(4);      //switch to title screen 1


mouse.Visible = true;       //Restores Mouse usage

player.Transparency=(0);    //make character visable

PlaySound(1);               //play transporter sound
 
 
 ckirk.LockView(VKIRKBEAM1); //sets kirks transporter sprite view
 cSpock.LockView(VSPOCKBEAM1); //sets spocks transporter sprite view
cmccoy.LockView(VMCCYBEAMDOWN);    //sets mccoys beam down sprite view
cscotty.LockView(VSCOTTYTRANS); //sets scottys beam down sprite view
cCheckov.LockView(VCHECKOVBEAM);//sets checkovs beam down sprite view
cuhura.LockView(VUHURABEAM);//sets uhuras beam down sprite view
csulu.LockView(VSULUTBEAM);//sets sulus beam down sprite
csecurity.LockView(BEAMDEAD);//sets security guards beam down sprite


 ckirk.Animate(0, 5, eOnce,eNoBlock); // show kirks transporter beaming in effect under title
 cSpock.Animate(0, 5, eOnce, eNoBlock); //shows spocks transporter beaming in effect and allows next player to beam
 cmccoy.Animate(0,  5, eOnce, eNoBlock);//Shows mccoys transporter beaming in effect and allows next player to beam in
 cscotty.Animate(0, 5,  eOnce, eNoBlock);//shows scottys transorter beaming in effect and allows next player to beam
 cCheckov.Animate(0, 5, eOnce, eNoBlock);//shows checkovs beam down effect and allows next person to beam into view
 cuhura.Animate(0, 5, eOnce, eNoBlock);//shows uhuras beam down effect and allows next person to beam into view
 csulu.Animate(0, 5, eOnce, eNoBlock);//shows sulus beam in effect
 
 Wait(200); //wait a moment and allow crew to beam in before security gaurds beaming starts
 
 
 PlaySound(1); //play transporter sound for security gaurd beaming
 //PlaySound(2); //plays security guards death scream
 
 csecurity.Animate(0, 5, eOnce, eBlock); //shows security guards beam in effect
 
 PlaySound(2); //plays security guards death scream
 
 csecurity.LockView(PHASERKILL); //sets security guards to phaser death view
 
 csecurity.Animate(0, 5, eOnce, eBlock);//plays security guards death scene by disintigration
 
 PlaySound(3); //play sound mccoy hes dead jim
 
// ckirk.LockView(VKIRKWALK); //Locks kirks view so he is frozen on screen
 
}



function hnewgame_AnyClick()
{
PlayVideo("final.mpg", eVideoSkipEscKey, 1); //play space the final frontier intro video


}

function hloader_AnyClick() //open restore game box

{
RestoreGameDialog();


}

GuyAwesome

So, where and how bad is the lag, exactly? Both Hotspots or just one?

jamesreg

Quote from: GuyAwesome on Sun 19/07/2009 23:22:19
So, where and how bad is the lag, exactly? Both Hotspots or just one?


Its in both places all my animation finishes and you can then take the mouse and click several times before it allows you to use the hotspots Its not a horrible amount of time probably about a min but thats an eternity when a player is like whats up here why wont this work.

once it take hold it works every time and you can click over and over and get the desired effect somethings just keeping it from working for a while at first

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