Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: snaggletooth on Mon 14/06/2010 05:20:04

Title: Scipting Question: Pausing with multiple Character.Walk() commands
Post by: snaggletooth on Mon 14/06/2010 05:20:04
I am trying to get a character to walk down a hill then up another hill in a cutscene.

Everytime the character makes a path change though there is a noticeable pause.

Initially I had the character using the walk() command but now I am using walkstraight() but there
is still a noticeable pause.

I am wondering if there is any way at all to avoid this pause as it isn't very appealing.
Title: Re: Scipting Question: Pausing with multiple Character.Walk() commands
Post by: Calin Leafshade on Mon 14/06/2010 06:41:02
look up the character.AddWaypoint() function in the manual.
Title: Re: Scipting Question: Pausing with multiple Character.Walk() commands
Post by: snaggletooth on Mon 14/06/2010 07:01:57
Thanks for the tip.

That one still doesn't seem to be working for me however.

I am still getting a noticeable pause as the character reaches the first waypoint.

This is what I have:

function room_AfterFadeIn()
{
 

  cCharacter.AddWaypoint(577,  453);
  cCharacter.AddWaypoint(677,  553);
 


}
Title: Re: Scipting Question: Pausing with multiple Character.Walk() commands
Post by: Gilbert on Mon 14/06/2010 07:20:03
How large is your room (i.e. is it a scrolling one)? Also, are the walkable areas complicated? (I find it odd that even WalkStraight() isn't that efficient here though.)

These pauses are most likely caused by the path-finder looking for a route.
Title: Re: Scipting Question: Pausing with multiple Character.Walk() commands
Post by: snaggletooth on Mon 14/06/2010 14:42:23
The room is large but there are no scrollable areas. The character is very scaled down in the room would this cause problems?