Scipting Question: Pausing with multiple Character.Walk() commands

Started by snaggletooth, Mon 14/06/2010 05:20:04

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snaggletooth

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.

Calin Leafshade

look up the character.AddWaypoint() function in the manual.

snaggletooth

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);
 


}

Gilbert

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.

snaggletooth

The room is large but there are no scrollable areas. The character is very scaled down in the room would this cause problems?

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