Two quick questions about Behaviors

firemaplegamesfiremaplegames Member Posts: 3,211
edited November -1 in Working with GS (Mac)
Hey,

I do not really understand what "Create Group" and "Run to Completion" do. If somebody could help clarify...

First, I have not used a Group yet for any of my behaviors...
Is that just for visual organization?
does it have a correlation in other programming languages?

Secondly, on some behaviors, the is a Run to completion check box...
I do not have a solid grasp on what this actually does or is used for.

Why would I NOT want one of my behaviors to run to completion?

For example, on a Timer, I can have it set like this:

EVERY 1 second
Do something
Run to completion

I just don't understand what that means.

And finally, does the vertical stacking order of behaviors have anything to do with the order that they are executed? (i guess that's 3 questions...)

Any help appreciated!
While I'm waiting for my game to be reviewed, I figure I'll learn every nook and cranny of this program!

Thanks!
Joe

Comments

  • stanimationstanimation Member Posts: 406
    I have used create group basically for organization purposes. Helps clean things up.
  • firemaplegamesfiremaplegames Member Posts: 3,211
    yeah, that's what i thought. just wanted to make sure.
  • Rob2Rob2 Member Posts: 2,402
    Typing on iPhone! X Factor!

    does run to completion mean the something will be completed even if every 1 second means it's time to
    do something again? In other words completion of the do something takes priority over timer if the do something takes
    longer than 1 second?!
  • rebumprebump Member Posts: 1,058
    A more thorough answer from the GS folks would probably help quite a few new folks out. Probably something in the wiki would be best. Also, a synopsis of "order of execution" should also be in there (i.e. all things run but not in any particular order although things up top generally run first but no guarantee...you can control order of execution with attributes, rules, etc....maybe some examples).
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    from the wiki:

    "If you select the 'Run to completion' option, even if controlling conditions are no longer valid, the behavior will still complete its task. However, this will only work with the 'After' and 'For' options for the controlling conditions. "

    http://gamesalad.com/wiki/behaviors_reference:timer
  • CrazybreadmanCrazybreadman Member Posts: 674
    Yeah for example, in my "traffic ninja" game I'm working on, my jump action doesn't run to completion because I want you to be able to control how long you jump by how long you hold the button. So I have 1 sec max for jump but not "run to completion" because you may want to end the jump earlier.
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