Hey friends, I've run into a strange brick wall here. Most of my problems have been solvable with some time in the documentation, but I can't find any references to this issue anywhere.
I have a scene set up with multiple characters in a restaurant. Because AGS idle animations are triggered too slowly, I have each character set to roll through a series of animations upon fading into the Room.
So far, this has worked fine with five of the characters on-screen. But now, my 6th character's animation is causing the game to crash at the end of her first animation cycle, despite the fact that I have checked the "Run next loop after this to make long animation" on each loop in the locked view.
When I reduced the number of loops from 9 to 4, this solved the problem-- but I don't want her animation to be so short!
I cannot figure out why the animation loops are tripping up AGS. I have dealt with the issue before, but that was just the simple mistake of having forgotten to check the continue loop check box. I have double checked that I am using the correct view, and the weirdest part for me is that the problem goes away when I reduce the number of loops in the view. All of the other characters have long loop strings, so why is this any different? Any thoughts?
Here's what I have written in the room script:
function room_AfterFadeIn()
{
cCastellanos.LockView(7);
cCastellanos.Animate(0, 8, eRepeat, eNoBlock);
cFisher.LockView(3);
cFisher.Animate(0, 4, eRepeat, eNoBlock);
cOHalloran.LockView(11);
cOHalloran.Animate(0, 4, eRepeat, eNoBlock);
cLeblanc.LockView(14);
cLeblanc.Animate(0, 4, eRepeat, eNoBlock);
cLorne.LockView(17);
cLorne.Animate(0, 4, eRepeat, eNoBlock);
cMarienne.LockView(19);
cMarienne.Animate(0, 4, eRepeat, eNoBlock);
}
I have a scene set up with multiple characters in a restaurant. Because AGS idle animations are triggered too slowly, I have each character set to roll through a series of animations upon fading into the Room.
So far, this has worked fine with five of the characters on-screen. But now, my 6th character's animation is causing the game to crash at the end of her first animation cycle, despite the fact that I have checked the "Run next loop after this to make long animation" on each loop in the locked view.
When I reduced the number of loops from 9 to 4, this solved the problem-- but I don't want her animation to be so short!
I cannot figure out why the animation loops are tripping up AGS. I have dealt with the issue before, but that was just the simple mistake of having forgotten to check the continue loop check box. I have double checked that I am using the correct view, and the weirdest part for me is that the problem goes away when I reduce the number of loops in the view. All of the other characters have long loop strings, so why is this any different? Any thoughts?
Here's what I have written in the room script:
function room_AfterFadeIn()
{
cCastellanos.LockView(7);
cCastellanos.Animate(0, 8, eRepeat, eNoBlock);
cFisher.LockView(3);
cFisher.Animate(0, 4, eRepeat, eNoBlock);
cOHalloran.LockView(11);
cOHalloran.Animate(0, 4, eRepeat, eNoBlock);
cLeblanc.LockView(14);
cLeblanc.Animate(0, 4, eRepeat, eNoBlock);
cLorne.LockView(17);
cLorne.Animate(0, 4, eRepeat, eNoBlock);
cMarienne.LockView(19);
cMarienne.Animate(0, 4, eRepeat, eNoBlock);
}