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Thread: Delay Before Event Group Dis-Engages.

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    Delay Before Event Group Dis-Engages.

    Hi hi, lovely people. I have a question for you all.

    I'm making an Earthbound/Mother influenced sandbox game as a means of exploring game design and dev, MMF2, and also for fun and learning. I'm using the built-in 8-direciton movement to get the player character around, and am building the rest of my own features as much as I can. One minor feature I'm trying to implement for the main player character is a blink feature when then player is idle.

    I have the code that drives the blink set up in an event group. I have another "interface" group that contains the conditions to turn the blink group (and other groups) on and off, and I'm pretty sure the logic is solid. The (unwanted) behavior I'm getting is this:

    After the blinking begins to take place, and the player moves again, there is a moment of about 0.3 of a second where the main character's animation is "stopped" (read "forced to frame 0") and he sort of "skates" in the direction you walk, but without animating or changing animation direction. I've confirmed that for some reason the event group that makes hi blink does not get turned off right away. But the 0.3 sec delay seems emergent and arbitrary, because I'm never testing for this length of time/value in my code.

    I can't seem to figure out if there's a logic conflict causing the behavior, or if it's something about the built-in 8-direction movement, or order of condition/actions, or what.

    I'll provide the code to anyone who's interested in helping out. Any response is appreciated.

    Thanks,
    Celticafro

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    Re: Delay Before Event Group Dis-Engages.

    Tha activate / desactivate actions have an immediate effect. The only thing to know, is that the actions after the desactivate action (in the same group) are carried to the end, even if they are part of a deactivated group

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    Re: Delay Before Event Group Dis-Engages.

    That totally explains it... I didn't account for that in my code.

    I suppose all I should need to do is add a condition to each group event which can interrupt said events. I think I can do that.

    Thanks for the hint!
    Celticafro

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    Re: Delay Before Event Group Dis-Engages.

    Well, I've played around a bit, but my logic is just getting more convoluted, and I can't seem to get the results I'm looking for. My difficulty is in the interaction between the Walk group and the Blink group.

    I'm making my code available for download here. If you choose to take a look at it, please let me know if you find anything.

    I'm sure I'm doing things wrong, since I'm still just a big n00b. :B

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