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Author Topic: TurnToAsync and GoToAsync  (Read 2469 times)

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leucome

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TurnToAsync and GoToAsync
« on: September 29, 2006, 05:46:08 AM »

I use TurnToAsync often in my script and i have noticed when an other script stop the actor from turnig before the end that give strange result and some time the script who called  TurnToAsync hang . Maybe my sript is bad or maybe i am suposed to wait for the turning to finish.  Ok i resolved some trouble by using thing like WaitFor (actor); and

               Game.Interactive = false;
         actor.TurnToAsync(Selected_Enemi);       //  I do this because if i use TurnTo it is even bad
         WaitFor (actor);
               Game.Interactive = true;

Ok i have noticed the same thing seem to hapen whe i use GoToAsync   if something stop the actor from turning before they start to walk that could  hang the sript or the actor directly skip to destination ..

Today i will do some test with DirectTurnStop().
I am open to any ideas .
« Last Edit: September 29, 2006, 05:53:46 AM by leucome »
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leucome

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Re: TurnToAsync and GoToAsync
« Reply #1 on: September 29, 2006, 06:31:49 AM »

Ok DirectTurnStop() seem to work i use it before any GoTo, TurTo! Reset() ect...  I am unable to reproduce the bug and before i did it with only two click !

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