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Author Topic: Problems with the actor turning (TurnTo)  (Read 7980 times)

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redfox

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Problems with the actor turning (TurnTo)
« on: January 03, 2008, 10:44:00 PM »

Hi,

I’ve been finding lots of problems with the actor turning (TurnTo) command in my game. Unlike the GoTo or other Actor events, the Turn doesn’t seem to stop/cancel other GoTo commands previously given to the actor.

Let me explain in more detail.

Normally, a region is programmed to walk the actor with a GoTo, but when a different GoTo (or action) is triggered, the first position (and any code following) is cancelled and not run.

However if my actor is still turning when new instructions are given, as soon as they have completed any new position, angle, etc, the actor jumps/snaps to the previous scripts GoTo position.

I know this wasn’t the case before. 
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Mnemonic

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Re: Problems with the actor turning (TurnTo)
« Reply #1 on: January 04, 2008, 06:16:10 AM »

Are you using overridden GoTo or TurnTo methods?
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redfox

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Re: Problems with the actor turning (TurnTo)
« Reply #2 on: January 04, 2008, 01:59:01 PM »

What do you mean by overridden?

The actor Turn's just don't seem to be cancelling and existing actor movement scripts, which does happen if the actor walks or talks etc. Should I send an example?
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Mnemonic

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Re: Problems with the actor turning (TurnTo)
« Reply #3 on: January 04, 2008, 02:35:39 PM »

By overriden I mean your custom GoTo() or TurnTo() methods in your actor scripts.
An example would be nice in any case.
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redfox

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Re: Problems with the actor turning (TurnTo)
« Reply #4 on: January 30, 2008, 03:09:15 PM »

Hello,

Although the 1.8.2 update include a fix to this bug with the TurnTo, the bug still occurs at times when using a TurnToAngle, and at other times when using TurnTo.  Despite code being the same in different scenes, the actor still snaps position on some screens, but not all screens as before.
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Mnemonic

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Re: Problems with the actor turning (TurnTo)
« Reply #5 on: February 09, 2008, 05:47:09 PM »

Well I *tried* to fix it in 1.8.3, but since I can't reproduce the bug, I don't know if it helped. If it didn't, I'm going to need a better repro project.
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