Character movement delayed

Started by Mr_Threepwood, Thu 20/07/2006 21:52:04

Previous topic - Next topic

Mr_Threepwood

I've got a strange problem, it doesnt cause any errors or anything but it's annoying to me.

Here's my room script

Code: ags

// room script file

#sectionstart room_aÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function room_a() {
Ã,  // script for Room: Player enters room (before fadein)
cEgo.x= 290;
cEgo.y=140;
cEvil.ChangeRoom(6, 280, 140);
 
}
#sectionend room_aÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart room_bÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function room_b() {
Ã,  // script for Room: Player enters room (after fadein)
Ã,  //cEvil.Walk(145, 145);
	cEgo.Walk(145, 145);
	cEvil.Walk(145, 145);
Ã,  
}
#sectionend room_bÃ,  // DO NOT EDIT OR REMOVE THIS LINE


The strange thing is that for some reason cEgo waits about half a second before he starts moving, whereas the other guy doesn't.

I have almost the exact same code in the previous room and it worked without any delays for that room.

I'm pretty sure it has to do with the character stacking, since if I move the characters to start from different spots it works like normal.Ã,  Is there a way I can ignore character collisions?
I am a mighty pirate

Khris


SMF spam blocked by CleanTalk