Hi, my name is adonf and I reply to my own posts
I'm kinda confused by the way the current action gets overriden by a new action in WME. See, my actual code was something like that:
in the actor's script:
method CustomGoToObject(node)
{
this.GoToObject(node);
}
(yeah that's stupid but I was originally planning to do a lot of other things in this method)
and in the scene object's file i had:
on "Take"
{
actor.CustomGoToObject(this);
actor.PlayAnimation("pick_up");
actor.Talk("blah blah");
}
This code behaves as I said earlier. But if I take out the call to GoToObject from the actor's method and put it in the event handling function then the action is interrupted like I want it to be: if I select "look at" on this object the actor starts moving towards it, then if I select any action on another object the actor gives up the current action and starts the new action.
So it seems to me that when an event is triggered it will kill the current event but only in the deepest call in the callstack. Is this right ? Is this intended behaviour ? Am I making any sense ?