newbie Looping animation cancels out the rest of script!?!

Started by snerzel, Sat 11/03/2017 01:53:09

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snerzel

Go easy on me. I'm very new to this.
I'm making my first game for my friend as a gift. I've been building this game since December and trying to script has been my biggest challenge (it will be the death of me if I can't get it).

My problem is I have 3 things going when the game starts: A text parser box, and two different characters looping an idol blinking animation. And for probably a very obvious reason, I can only get one thing to run. i.e If the text parser works then no ones blinking, If one character's blinking then the text parser doesn't work and the other character doesn't blink.   

Any help would be greatly appreciated!

dayowlron

I am not sure what the problem is, but be sure you are not using blocking when you do your animations. change any eBlock to eNoBlock.
Pro is the opposite of Con                       Kids of today are so much different
This fact can clearly be seen,                  Don't you know?
If progress means to move forward         Just ask them where they are from
Then what does congress mean?             And they tell you where you can go.  --Nipsey Russell

Kumpel

And for many thing to work at the same time, put them in a repeatedly_execute_always function (global script or room script)

snerzel

I have the animations in my room script for after fade in, as  cEgo.Animate(0,6,eRepeat);
Once the game runs this it stops the textparser and won't do anything else other than run that one animation continuously.
I've messed around with writing eNoBlock instead of eRepeat but I still get the same problem.

NickyNyce


snerzel

Thank you!! That worked!! I cannot believe I didn't try that. Everything now runs as it should and I can finally move on to the next step.

THANKS!!!

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