The comments in the file explain the problem.
This is in regards to this topic: http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=197137#Post1971 37
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The comments in the file explain the problem.
This is in regards to this topic: http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=197137#Post1971 37
Do you really need the group [Start of Frame Events] to be a child of the group [Unpaused]? If not, then you can simply move [Start of Frame Events] out of its parent group. Then it works like expected.. I think. :)
The Start of Frame code represents a bunch of code I have in my game that handles different things like cutscenes, camera, player, etc. I need it to be in the Unpaused group so that those things will be paused. ;) I just called it that for the test case. But in the real code, I have many groups that are self contained bits of code that are activated when needed and then disable their own group when they finish their task. In this case, you can see that pausing and unpausing actually restarts the task that that group was set to do.
I was having a similar problem with creating a custom pause system. I took my solution and plugged it into your sample for you. I have made plenty of comments. They are the ones with my initials (MSV) in them.Quote:
Originally Posted by mobichan