"At beginning of scene" execution type?

  • #1, by foremmaFriday, 01. August 2014, 23:19 10 years ago
    Can someone tell me exactly how the "at beginning of scene" execution type works? I'm using it in one of my menus and everything works fine when the menu is started for the first time, but for some reason, when I return to that menu, only some of the actions seem to be executed. I assumed that "at beginning of scene" was executed every time a scene is revisited, but maybe that's not the case?

    For example, I have a condition I want to be changed each time the player switches to that menu. But this condition only seems to change the first time the player enters that menu. Some of the actions are executed when I switch to that menu from another menu, but none of the actions are executed when I switch to the menu from a scene.

    Maybe it has something to do with the fact that I'm playing an animation on an infinite loop in that menu....? The animation scrolls text upward (it's a Credits menu). Do infinite animations continue to play when a scene is switched? Do the animations restart when the menu is returned to?

    Anyway sorry if this is confusing. I just can't figure out why only some things are executed at times.

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  • #2, by afrlmeFriday, 01. August 2014, 23:41 10 years ago
    An at beginning of scene action should trigger all actions inside of it that are not wrapped inside of an if query. If there are any actions inside of an if query then those actions will only be triggered if the query condition is met.

    What exactly are you trying to do? & are you willing to post some screenshots of the at begin of scene action?

    Just to clarify: animations that are on infinite loop should unload at the end of the scene. Jump to x action part loops on the other hand will not unload at the end of a scene, which is why it's a good idea to wrap them in an if query.
    if condition 'some_condition' is true
     add some actions here
     jump to action part #1
    end if
    

    Something like that & then when you want it to stop looping you just change the condition value, or you could use the quit action action part if the loop was started inside of a called by other action.

    Imperator

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  • #3, by foremmaSunday, 03. August 2014, 22:20 10 years ago
    Turns out it was because I had not ended a loop and it was continuing on past the end of the scene red Thanks for your help!

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  • #4, by afrlmeSunday, 03. August 2014, 22:26 10 years ago
    What I said - albeit maybe not as simply as you just phrased it! grin

    Imperator

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  • #5, by LebosteinWednesday, 20. May 2015, 14:17 9 years ago
    I am not sure, how it works. If I change a scene, two actions are called:
    (1) Action "At end of (old) scene"
    (2) Action "At beginning of (new) sceen"
    Is it ensured that the action parts in (2) are called only if the last action part in (1) is finished? Or can it lead to conflicts?

    Key Killer

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  • #6, by SimonSWednesday, 20. May 2015, 14:24 9 years ago
    In short no. If you choose a transition effect that blends the scenes, action (1) will be called after (2). Even if you have set fade to black, if you wait in (1) for something, (2) will already continue. I wonder what you're doing in these actions that you think these would be conflicting ?

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