I think I've never seen this one, but it could be an old bug that has been fixed only partially, as there has been object reference bugs in the past with the Create Object action.
These bugs came from the fact we wanted objects to be added/destroyed automatically when you add a Create Object action, instead of forcing you to add/remove objects manually in the frame and only use those objects in Create Object action. Probably a bad choice, it was complex to handle and generated bugs.
I meant - you having time ... (probably was that one day back in 1996 when you had time with nothing to do...)
But thank you for the explanation.
I tried restore, but nothing happens. it sets the active to the "Stopped" one, but when I start it, only the the ones with Frame 1 work
But then, why don't I need restore if it's all Frame 1 and higher under walking.. it's only that frame 0 under walking causing the problem.
if I make it 2 , 3 ,4 ,5 etc it works just fine... just not 0
if you remove the stop events and press the buttons it's doing the same thing.
Because of what I said. The Stopped animation has a single frame, when you switch to this animation, the forced animation frame becomes invalid (if it's greater than 0) so it's canceled and the frame is no longer forced.if I make it 2 , 3 ,4 ,5 etc it works just fine... just not 0
Not sure if this would cause issues with existing project logic, but can the default behavior be that a forced frame always chooses the next lower valid frame number and holds it instead? Or if not, is there a chance things like this can be printed in the output window so we know when we have done something invalid? It would be wonderful if some kind of feedback system was in place so we are aware of any invalid scenarios at runtime (ie change animation to a non-existent animation, frame, anim direction). It would help a lot with Qualifiers.