Hi all,
At the moment I'm working with a room that I didn't design myself.
In the past, some walkable areas were removed and restored in "room_RepExec". I found that silly, so I moved it to "room_Load" (which corresponds to event "on enter room, before fade-in").
But now I notice that the walkable areas are not removed as they should.
However, AFTER fade-in, if the player goes to an object that can also disable the same walkable areas (by triggering the SAME custom function as the one called from room_Load), then the areas get properly removed.
Does function RemoveWalkableArea work before fade-in? Is there a way to display a message on-screen before fade-in, for debugging?
Ok to put Walkable area commands (remove / restore) in Room Load if required. They get reset every-time the Room Loads.
You may well need a boolean to check if a condition for a walkable area is true or false during Room Load.
Hope this helps
Yes; I just tested this and it works just fine in room_Load().
There has to be something wrong with your code logic, or the function isn't linked. Or the area gets turned back on elsewhere.
Thanks guys.
It's probably some silly mistake in the script but I can't find it. It's one of those über-frustrating bugs ;) Argh.
EDIT: Found it. Obviously it was my script that was incorrect. I was convinced that it WAS handling the fact that the walkable areas were getting reset, but actually it wasn't -- there was some incorrectly-defined boolean condition in the way.