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Originally Posted by Stefan
Actually I have never tried to use sleep() in a function called by another object, so I can imagine that there are problems. Designing the program to not rely on blocking functions would be better in the long way.
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It would be pretty nasty w/o this type of implementation imo, I'd have to check for movement freezes and redirect all script execution somewhere else. I'd say overall it's much better for readability and maneuverability the way I'm trying to setup movement overall for the loop to delay stack execution. Maybe it's just a problem that public functions have, but can't test it now, I've been up all night. If worse comes to worst I can always temporarily store the action system's functions directly into the movement NPC.
Is it a problem with adding public functions to the stack? (I'd suspect it is)