Delay is a bit obsolete, if I recall.
If you want it to wait for 3 seconds you could just do this:
endTime =the ticks + (60 * 3)
repeat while the ticks < endTime
end repeat
It's not the greatest idea to lock things up in a loop, and there are other
ways to keep it on the same frame and keep things alive, looping with a 3
second delay, but this is a quick way to pull it off, as long as you don't
abuse it.
As an alternative, if you're using the score, and this is the last frame in
a "scene" and the next frame is blank, you could put a tempo-frame delay of
3 seconds in the next one, and just hop to the next one which will have the
delay and then go on to the next marker, but I don't know how involved your
project is. In other words, instead of "go to next" do a: go to the frame
+ 1 and that frame has a delay before departing to the next marker.
- Tab
At 04:12 PM 7/30/01 -0500, Tyler F Gamsby wrote:
>I have a frame that has a script like this:
>
>on exitFrame
> global gNarration
> global gTour
>
> if gNarration=1 then play soundfile
>
> if gTour=1 and soundbusy(3) = FALSE then
> delay 3 * 60
> go next
> end if
>
> go loop
>end
>
>
>Everything works fine, except the:
> delay 3 * 60
> go next
>
>Is there a bug with delay in this instance, or am I just doing something
>wrong? It is my understanding that delay will stop the playback head for
>the set amount of ticks, and then carry on... am I mistaken?
>
>(I know that some of the script above might be broken, but I am doing this
>at work away from my scripts...)
>
>Thanks...
>Tyler
>--
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