Hello,
As you requested here is a sniplet of the code and it's placement in the script.
-----------------------------------------------------------------------------
I did try this script enclosed below and it opens the avi for about
1-1/2 frames with no sound and then i recieve the following error message.
Acknex has encountered a problem and needs to close.
To be more specific, it crashes the game.
Interestingly enough, no other script will even open the avi.
This will at least perform the function as far as i mentioned above.
I have tryed several file sizes on the avi's from very large to very small
with out any change in the ability to run the avi.
So the size does not seem to be the issue or at least not at this point untill we find the script and or the location to place the script in the main wdl.
However, the resolutions of the avi's that we make are of broadcast quality
since this is one of the services we provide to the film, video and television industry.
I mention the possible problem with the resolution being to high and the frame rate to fast for the engine to run based on the help files which point out that it is best to keep both as low as possible.
At this point i do not know how to adjust down or up an avi resolution or frame rate to satisfy the engine if this is what it needs.
Please find the script that peforms the above mentioned actions.
Please remember that this is the only script that has even come close to running an avi so far.
/////////////////////////////////////////////////////////////////
// The main() function is started at game start
function main()
{media_play("walls.avi",Null,100);
// set some common flags and variables
// warn_level = 2; // announce bad texture sizes and bad wdl code
tex_share = on; // map entities share their textures
// center the splash screen for non-640x480 resolutions, and display it
splashscreen.pos_x = (screen_size.x - bmap_width(splashmap))/2;
splashscreen.pos_y = (screen_size.y - bmap_height(splashmap))/2;
splashscreen.visible = on;
// wait 3 frames (for triple buffering) until it is flipped to the foreground
wait(3);
// now load the level
level_load(level_str);
// freeze the game
freeze_mode = 1;
// wait the required second, then switch the splashscreen off.
sleep(5);
splashscreen.visible = off;
bmap_purge(splashmap); // remove splashscreen from video memory
// load some global variables, like sound volume
load_status();
// display the initial message
msg_show(mission_str,10);
// initialize lens flares when edition supports flares
ifdef CAPS_FLARE;
lensflare_start();
endif;
// use the new 3rd person camera
move_view_cap = 1;
// un-freeze the game
freeze_mode = 0;
// client_move(); // for a possible multiplayer game
// call further functions here...
}
{
As you requested i am sending you this information to see if we can possibly
continue to search for soulutions.