06-03-2010, 11:15 PM
(06-03-2010, 11:05 PM)Alblaka Wrote:(06-03-2010, 10:59 PM)D137Pi Wrote:(06-03-2010, 10:52 PM)Alblaka Wrote:(06-03-2010, 10:48 PM)D137Pi Wrote: - Wait: 0 - indeed caused a bug. Namely, did not let the object be opointed...
Whatever the bug (cause) was, opoints are NOT influenced by wait:0.
You can see enough examples in my chars, opointing many objects "at once" with using a couple of wait:0's
The opoint-ed's action frame had wait 1, which I test-changed to 0 and then suddenly it did not appear at all (not the 'com' writing nor the effects it was supposed to have).
Then you just messed something additionally up.
Trust me, opoints even work with wait:0
They only don't work in "first" frames.
Oh, yeah. Forgot to mention next: 1000 is used for all those action frames. Hence the slight difference between "disappear after itr is complete" and "no appearance", rather than major difference between clone and no clone.