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How do nested ActionLists handle "pause gameplay" vs. "run in background"?

edited February 20 in Technical Q&A

As the headline says: I am just curious whether AC handles "incoherent" information about ActionLists affecting game play according to strict rules (like "pause gameplay always rules!", for instance) or case by case and list by list and step by step.

Let's assume, …

  • an ActionList (A) is set to "pause gameplay".
  • Among a dozen other actions, (A) itself runs three additional action lists (B, C, and D) set to "run in background".
  • After (A) has finished running, it continues to another ActionList (E) which is set to "run in background".

… and, of course, the other way round:

  • an ActionList (A) is set to "run in background".
  • Among a dozen other actions, (A) itself runs three additional action lists (B, C, and D) set to "pause gameplay".
  • After (A) has finished running, it continues to another ActionList (E) which is set to "pause gameplay".

And how would/should menus behave that are set to appear "during gameplay" during those runs?

Comments

  • For the whole duration that a "Pause Gameplay" ActionList is running, gameplay will always be blocked.

    The state of gameplay will be unaffected by a "Run In Background" ActionList. If the game is blocked due to a separate "Pause Gameplay" ActionList, then it'll remain blocked. That is: a "Run In Background" ActionList won't force-resume gameplay - it just won't have any effect on the game state.

    So in your first example, gameplay will be blocked only for the duration of ActionList A.

    And in your second example, gameplay will be blocked while any of ActionLists B, C and D are running.

    At all other times, Menus set to appear "during gameplay" should be visible.

  • Thank you, Chris!

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