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Thread: Checking if a channel is clear at runtime




Checking if a channel is clear at runtime
user name
2006-10-24 16:08:41
> Do you have no access to the
> movies? I'd have thought just adding a sprite channel
might be the 
> simplest
> solution...

Yeah, it's an author-time script, I was just trying to make
it as simple to 
use as possible, that was all really.
It's not the be-all and end all of problems. The only reason
I need to do it 
at all is because for screengrabs, my code needs to
intercept both exitframe 
and enterframe messages - I did try adding simply to the
actorlist, but (in 
my games at least) the camera positioning I was doing was
being over-ridden 
by the game itself.
The only way I could think of to intercept each and every
frame message, was 
to dump a puppetsprite in the lastChannel and add the
grabber object itself 
to the scriptInstanceList. If there's a more elegant way,
I'm all ears 

> Here's an idea: open the movie as an LDM with scripts
disabled. Then scrub
> through it with go frame. I'm pretty sure you can even
open movies
> recursively, so you could open it inside itself.

For now I'll simply leave as-is,. but when I get more time,
I'll give that a 
go.
I'm sure it'd be quick to implement and test IF I knew what
I was doing with 
LDMs, but I've never actually used them.

> It might be wroth trying to set the updatelock to true
before roaming
> around the movie. Not certain if it will stop scripts
from doing harm.

I tried this, but it only stops the movie updating visually
sadly. Cheers 
for the thought though.

Barry
gerbiltheburrow.co.uk
www.inludo.com 

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