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Question by Griffo · Oct 03, 2012 at 11:40 AM · yieldwaitforsecondsinvoke

Why does this not work?

Hi,

Why does the first script not work but the second one does by calling pauseFlightPath01 first then calling pauseFlightPath02 ?

 #pragma strict
 
 var minWaitTime : int;            // Minimum time to pause flightpath
 var maxWaitTime : int;            // Maximum time to pause flightpath
 var planeSound : AudioClip;
 var useFlightPath : GameObject;    // Flighpath to send message to
 
 function Awake(){
 
 }
 
 function Start() {
 
     audio.volume = 0.5;
     audio.loop = true;
     audio.clip = planeSound;
     audio.Play();
     Invoke("pauseFlightPath02", 0);
 }
 
 function Update () {
 
 }
 
 function pauseFlightPath02(){
 
     var randomWaitTime : float = Random.Range(minWaitTime, maxWaitTime );
 
         yield WaitForSeconds (20); // Length to end of flightpath
         audio.Stop();
         useFlightPath.SendMessage("Pause");
         yield WaitForSeconds (randomWaitTime);
         audio.Play();
         useFlightPath.SendMessage("Play");
 
     Invoke("pauseFlightPath02", 0);
 }



 #pragma strict
 
 var minWaitTime : int;        // Minimum time to pause flightpath
 var maxWaitTime : int;        // Maximum time to pause flightpath
 var planeSound : AudioClip;
 var useFlightPath : GameObject;    // Flighpath to send message to
 
 function Awake(){
 
 }
 
 function Start() {
 
     audio.volume = 0.5;
     audio.loop = true;
     audio.clip = planeSound;
     audio.Play();
     Invoke("pauseFlightPath01", 0);    
 }
 
 function Update () {
 
 }
 
 function pauseFlightPath01(){
 
     pauseFlightPath02();
 }
 
 function pauseFlightPath02(){
 
     var randomWaitTime : float = Random.Range(minWaitTime, maxWaitTime );
 
         yield WaitForSeconds (20); // Length to end of flightpat
         audio.Stop();
         useFlightPath.SendMessage("Pause");
         yield WaitForSeconds (randomWaitTime);
         audio.Play();
         useFlightPath.SendMessage("Play");
 
     Invoke("pauseFlightPath01", 0);
 }
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avatar image dotJack · Oct 03, 2012 at 11:50 AM 0
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I know this might be reaching but could it be the randomWaitTime being established several times? I'm not familiar with how Invokes but it could be getting passed along - do you get any errors?

Does it even get to the invoke, maybe the fault is somewhere else and some variables are just messed up?

avatar image Griffo · Oct 03, 2012 at 12:19 PM 0
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The second one works fine going through pauseFlightPath01, no I don't get errors just don't work.

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Answer by Dreamblur · Oct 03, 2012 at 11:52 AM

I haven't tested it in UnityScript yet, but it shouldn't be possible to invoke a coroutine. You're using yield in your function which makes it a coroutine.

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avatar image Griffo · Oct 03, 2012 at 12:20 PM 0
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O$$anonymous$$, thanks for that information.

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