Not within GameSalad, although that feature is supposed to be in an upcoming version of GS. However, there are several work arounds to achieve the same goal. Just make a boolean game attribute, game.paused for example, and then create a rule in every actor that needs to stop whatever its doing when game.paused is true and continue with what its doing when game.paused is false. For more details, check out http://gamesalad.com/wiki/how_tos:gsc_game_pause_tutorial Hope this helps
Got it! Except for one thing. I have an missile object that accelerates towards the player, and while all objects stop doing what they were doing before the pause, the missile keeps accelerating in slow motion. However, the missile does not explode when it comes into contact with the player. It seems, that the all of missiles functions stop, except the acceleration. Which slows down instead of becoming 0.
I even tried setting the missiles acceleration to 0 explicitly, when my pause attribute is equal to 0. Nothing, Nada.
Anyone run into this problem before? Anyone know how to solve it?
Got it! Except for one thing. I have an missile object that accelerates towards the player, and while all objects stop doing what they were doing before the pause, the missile keeps accelerating in slow motion. However, the missile does not explode when it comes into contact with the player. It seems, that the all of missiles functions stop, except the acceleration. Which slows down instead of becoming 0.
I even tried setting the missiles acceleration to 0 explicitly, when my pause attribute is equal to 0. Nothing, Nada.
Anyone run into this problem before? Anyone know how to solve it?
Hi Andre87 .... I thought it might be helpful to know how to fix your problem anyway since you might need to address an issue like it in the future not related to pause.
For example you might have a 'power-up' that freezes missiles in flight ... so the game isn't paused but an actor is.
There was a forum thread on this a while ago and Synthesis had some ideas at the bottom but I don't see that anyone reported trying his idea. It does however explain the issue well.
make 2 real attributes attributes missilex and missile y. when you pause the game on the missile change attributes missile x and missile y to motion linear x and motion linear y . Then also change motion linear x and y on the actual missile to zero.. That will record there last movement before the pause and the linear motion rules will stop all movementt. then when you unpause change motion linear x and motion linear y to missile x and missile y. That wil have it continue when you left off.
The problem is that you were using accelerat, and unless you add drag the acceleration still continues to occur tillit reaches its top speed even if your not pressing its button or whatnot.
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- Alex
I even tried setting the missiles acceleration to 0 explicitly, when my pause attribute is equal to 0. Nothing, Nada.
Anyone run into this problem before? Anyone know how to solve it?
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I even tried setting the missiles acceleration to 0 explicitly, when my pause attribute is equal to 0. Nothing, Nada.
Anyone run into this problem before? Anyone know how to solve it?
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
For example you might have a 'power-up' that freezes missiles in flight ... so the game isn't paused but an actor is.
There was a forum thread on this a while ago and Synthesis had some ideas at the bottom but I don't see that anyone reported trying his idea. It does however explain the issue well.
http://gamesalad.com/forums/topic.php?id=9190
The problem is that you were using accelerat, and unless you add drag the acceleration still continues to occur tillit reaches its top speed even if your not pressing its button or whatnot.
That should do it for you