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NIS hangs

I'm having some problems with NIS flicks.

There seems to be a problem (bug?) that makes latent commands sometimes fail to end. In my case I keep getting stuck in animations, but swapping them for a simple Sleep makes no difference. I've used "flick info" to determine that the threads are indeed waiting for the latent commands to end, but there's no indications I can find of why they haven't, just confirmation that the event Cue'd at the end of each never happens. It also doesn't seem to matter whether it's a duration on -1 iterations, or a loop count and wait. Apparently similar commands earlier in the flick worked, but I can't see a pattern.

The GPG Siege U for DS2 makes an obscure reference to avoiding multi-threading in talk flicks, but this is pure NIS.

One theory I have is that it may relate to a role being deleted, retired or otherwise eliminated. I may try it again by making it just go Hide in a corner instead. I eliminated a theory of two simultaneous Animate functions being the problem, because I have some examples of that working.

Anyone else have any insights?

Also, (and unrelated) has anyone set up a banter flick? It appears to need an "invisible talker" to own the conversation, but the roles get a bit confusing. The example I looked at had the cmd_run_flick send itself a WE_REQ_ACTIVATE which I didn't understand either.

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[later edit] Hiding the character did the trick, so the NIS is back on track. Any feedback on banters would still be appreciated.

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[even later edit] I got the banter going, too! Gee, you guys are helpful even when you don't reply!

Sharkull's picture

ghastley wrote:
[even later edit] I got the banter going, too! Gee, you guys are helpful even when you don't reply!

...happy to be of assistance. ^^

[/lame attempt at humor]

Glad you were able to figure things out. Smile