Does Behaviour Off not work instantly with duration Behaviours?
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@Aidan-Oxley these are spawned objects, meaning I don’t know how to control them externally with a disable object, or re-enable, because there’s no references and a disabled object can’t receive messages.
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@iTap-Development I've just tried this. It doesn't work.
I've also tried inserting a stop behaviour, and using an execute behaviour instead of a behaviour on. None of them make a difference.
I'm using Set Input Fields to update the value in the Box Container, so they should be instant.
I think it's practically impossible to interrupt a Set Colour with duration.
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@Deeeds You could try putting all the spawned objects in a tag, then just whenever they disable themselves they trigger another object to enable the tag again (with restart behaviours turned off), shouldn’t make any difference to those already enabled.
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Lemme do some more testing, if I come up with something I’ll post a test project link.
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@Thecheater887 Behaviour On, for Set Colour, doesn't seem to work even without having a wait behaviour anywhere in the mix. I have to turn it on, and then fire an Execute Behaviour to get it to work.
Making a lie out of this bit of the documentation:
"Behaviour On: Enable any disabled behaviour on your screen and cause it to execute immediately".
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@Deeeds if you have “skip events” (I think that’s what the toggle is called) on, it will execute immediately.
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@iTap-Development You surmise.
Not true.
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@Aidan-Oxley said in Does Behaviour Off not work instantly with duration Behaviours?:
@Deeeds You could try putting all the spawned objects in a tag, then just whenever they disable themselves they trigger another object to enable the tag again (with restart behaviours turned off), shouldn’t make any difference to those already enabled.
I’m pretty sure turning on a behavior that’s already on will actually trigger it, just like an execute behavior.(as long as skip events is on, or it’s not connected under other behaviors)
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@iTap-Development Read up a little...
Behaviour On, for Set Colour, doesn't seem to work even without having a wait behaviour anywhere in the mix. I have to turn it on, and then fire an Execute Behaviour to get it to work.
Making a lie out of this bit of the documentation:
"Behaviour On: Enable any disabled behaviour on your screen and cause it to execute immediately". -
Look at the screenshot at the start of this thread:
https://forum.hyperpad.com/topic/763/understanding-behaviour-priority
or it’s not connected under other behaviors
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@Deeeds said in Does Behaviour Off not work instantly with duration Behaviours?:
Making a lie out of this bit of the documentation:
"Behaviour On: Enable any disabled behaviour on your screen and cause it to execute immediately".
In reply to this statement. http://bit.ly/2iFDIDv
Surmise? Surprise! -
@iTap-Development Have you read above? Stayed up on the thread this extends from?
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@Deeeds I made the project because of this statement... “Making a lie out of this bit of the documentation:
"Behaviour On: Enable any disabled behaviour on your screen and cause it to execute immediately”.Have you played the project?
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This looks like a bug. If you guys find more behaviours that don't turn off immediately, Make a new thread with a list of them and please just reply with another behaviour that doesn't turn off immediately.
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@Hamed A holistic approach to this is that all behaviours be interruptible, from anywhere, anyhow, anytime, on any given object.
There's a better way than the current "restart on restart of same behaviour" approach, and that's an object specific and behaviour type consideration, that instantly overrides any behaviours of the same type on any object.
An example, so that this can make some sense:
A rollover, in a game, that scores when the player's character moves over it, and lights up, has four basic states
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Untouched
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Touched
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Touching
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TouchEnded
Due to the lack of states and a bunch of other issues (no referencing or addressability of objects), the best way (that I've found) is to communicate with the rollovers via Broadcast and Receive.
This is particularly true if spawning a dozen or more rollovers into positions within the game world.
A message is sent to the rollover, from the hero's contact filtering, to say the touch has ended, and the rollover begins an animation to show that it's no longer being touched. This animation might be made up of a scaling effect, a couple of Set Colour changes, maybe even a blend mode change, and a slight positional "hop" and other visual "effects", perhaps its own sound etc etc... All of which are created to get around the lack of spritesheets and bitmap fonts...
However, having left the rollover behind, the hero character could turn around and reTouch the rollover while the TouchEnded animations are still running. Meaning that all of these animations and events need to instantly stop so that the Touched Animations can state and be instantly entered, in their right initial states, visually correctly.
This, currently, can't be done because Set Colour, amongst others, aren't interruptible.
Similarly, the visual effects that mark the touching state need to be instantly torn down and interrupted when the player's character moves off the rollover, from touching to TouchEnded.
If a given type of behaviour is evoked on an object, anywhere, anyhow, anytime, all behaviours of the same type (on that object) instantly stop, and the new behaviour starts from there. This is the most basic sort of interruptibility, and what I'd assumed would happen.
Because there's a lack of states in hyperPad, this most basic type is the most egalitarian way to provide interruptibility.
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@iTap-Development Don't be ridiculous. Stay in context. Please.
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@Deeeds @iTap-Development Would you two bury the hatchet? I hate having to duck every time the two of you are in a thread together.
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@Thecheater887 Sure. Just as soon as iTap stops private messaging me, and swinging at straw men.
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I messaged asking if he would make a new topic in the general category if it he wants to go off topic(I will try to do the same) or if he would private message.
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@iTap-Development Bullshit!
You insinuated I go off topic when I'm attempting to find ways to help you consider the context OF THE TOPIC. I do this foolishly, attempting to prevent you from wasting time on yet more straw men. I've come close to berating you for your continuous attempts at building straw men to swing at.
This is just a request to stop.
You posited another two in the most recent private message. And are now trying to insinuate you've good intentions... or something.
Please stop private messaging me, and positing and swinging at straw men you make up from whatever contextless miniature you glean from my posts.
I don't care what your motivations are.