Hello, I was hoping someone could help me. I have a scene set
up with Collision Modifiers, when the character that I control
walks into another object it is supposed to change frame. It does
that BUT it also looks for a model in the next frame called
Character - this doesnt exist as only one frame contains a w3d
This is the error message I get...
Handler not found in object. spriteme.....
// it then lists the model name and the command to translate
it. (caused by my arrow key press)
It seems to be passing commands from one frame to the next -
what is causing it and how do I stop it? Thanks in
The collision callback handler is called between exitFrame on
frame n and stepFrame on frame n+1. In other words, collision
detection takes place before any other action on a given frame.
When you use the go command to make the playback head jump to
a different frame, the collision callback handler is called twice:
once before stepFrame and once before enterFrame. If you are using
a 'go the frame" loop, you will get two collision callbacks on
Your solution may be to clear the collision callback before
jumping to a different frame.
If you are using the collision callback itself to trigger the
jump to the new frame then you might like to rethink this. One
approach would be to set flag in the collision callback handler,
and to test on exitFrame if that handler has been set. If the
handler is set, the exitFrame handler would clean up the 3D world
then jump to the new frame.