AmenMoses, Thank You!
I `ve tried to change the script this way - removed LoadImages from _init and added it in _main.
function mission_01_init(e)
local E_Was_Pressed = 0
local g_KeyE_isPressed = 0
function mission_01_main(e)
Hide(e)
PlayerDist = GetPlayerDistance(e)
if PlayerDist < 100 then
--This loads all images from \scriptbank\images\Mission1 with startpicture 000.png ( 1 would be 001.png)
LoadImages("Mission1",0)
SetImagePosition(50,50)
SetImageAlignment(0)
if E_Was_Pressed == 0 then
ShowImage(0)
FreezePlayer()
-- Prompt ("E" )
end
if E_Was_Pressed == 0 then
ShowImage(1)
-- Prompt ("E" )
end
if E_Was_Pressed > 0 then
--FirstRun = 1
UnFreezePlayer()
--PlaySound(e,0)
HideImage(1)
HideImage(0)
ActivateIfUsed(e)
Destroy(e)
end
if g_KeyPressE == 1 and g_KeyE_isPressed == 0 then
E_Was_Pressed = E_Was_Pressed + 1
g_KeyE_isPressed = 1
end
if g_KeyPressE == 0 then
g_KeyE_isPressed = 0
end
end
end
end
So, what happens - if i add LoadImages before PlayerDist, GameGuru slows down, almost freezes in test game. If I add it after PlayerDist check, one image shows with small (almost invisible) freeze, but sequence of 15 images freezes GameGuru at all...
What I did now - for showing of the first image i use modified script, for the rest sequences - old version.
It works for me, but i wonder - what may be cause of freezes? The images I use are .png files, 1480 x 935 px (almost fullscreen), 72 DPI, about 1.5 - 2 Mb. , I can't make them smaller without quality loss.
Maybe, GG slows down when loaded about 25 Mb of images? But old version of the script works without
this problem...
Best regards, Oversea.