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FPSC Classic Scripts / [x10] Timerstart Problems?

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srealist
13
Years of Service
User Offline
Joined: 18th Dec 2010
Location: Orlando, Florida, USA
Posted: 21st Jul 2011 18:46
Hello,

I'm working on an educational mini-game that requires, as part of th game play, a very long sequence of timed events.

Everything's been going swimmingly until I get to state=76 in my script below at which point timerstart seems to stop functioning.

Has anyone encountered this before? And does anyone know a work around?

I realize this is a lot of script and I know I have redundancies in my code but my main concern right now is fixing this immediate issue (the gameplay does not progress past state=76). Perhaps I am missing something obvious and just need another set of eyes.

Thank you thank you for any and all help...



srealist
13
Years of Service
User Offline
Joined: 18th Dec 2010
Location: Orlando, Florida, USA
Posted: 21st Jul 2011 19:25
I should add that I am not using timerstart in any other scripts in the game. I realize that it is global.
srealist
13
Years of Service
User Offline
Joined: 18th Dec 2010
Location: Orlando, Florida, USA
Posted: 21st Jul 2011 21:34
Problem is resolved.

It appears that there is a limit to the number of states a script can have. In order to solve my problem above I now stop at line 74 and runfpi=seconds.fpi which contains the behaviors for the next module.

Then do this for all future modules and everything should be peachy. I think. Working so far.

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