If "Pause application" of the event command is executed, CPU utilization becomes 100%. Is there a method of evading this problem?
As for this problem, is it scheduled to correct it by the updata of MMF2?
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If "Pause application" of the event command is executed, CPU utilization becomes 100%. Is there a method of evading this problem?
As for this problem, is it scheduled to correct it by the updata of MMF2?
Just tried that myself, and I get the same result.
As with most of the little quirks within Multimedia fusion, the best thing to do is just build a workaround.
An idea would be to put all your events and groups within a group like "Game events" with the exception of a "pause group" that would be toggled on when your other group would go off and would take care of setting and holding positions, animation frames and speeds.
The only thing i've not been able to figure out would be how to pause fired bullets and such, but a workaround to that would be that the player couldn't pause when bullets are on screen, or that all bullets are replaced with active objects that would then refire apon resuming the game.
Just a few ideas to get you started. Or you could just pause the game from the menu, that seems to work without any processor consumption.
Edit: Another idea, though it might not exactly be what you want depending on whether or not you like the "Application Paused" dialog box to appear in your frame.
Try the send menu command under "Special Conditions" in the event editor. This will allow you to use event based pausing without the glitch.