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Pausing a game messes up timed events
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Pausing a game messes up timed events
eldiablo
Posts: 23
July 08, 2012, 02:59:07 am
I have a actor behavior custom event that starts an animation and after (do after) 0.5 s switches back to another animation (static state). This works fine most of the time, but after the game is paused and unpaused again the timed do after blocks don't fire anymore. The animation just starts and keeps going. The do after is completely ignored.
eldiablo
Posts: 23
July 09, 2012, 10:19:09 pm
Anyone can confirm this? Seems a pretty severe bug...
eldiablo
Posts: 23
July 14, 2012, 12:55:09 pm
So only solution is a massive logic rewrite to circumvent the bug? Anybody?
Dom818
Posts: 1292
July 14, 2012, 06:52:28 pm
Not sure about the timed events, but I know the regular timed blocks placed in an always event usually pause. You could try that and see if it works.
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