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Thread: Build 244: Force Animation "Fix"

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    Build 244: Force Animation "Fix"

    The 244 Update for MMF2 fixes this "bug":

    Runtime : forced animation frame no longer reset when you force a new animation.


    Why is this a good thing? In my game I used to have an animation that would be forced to frame 1 whenever another "parent" animation hit Frame 1, so that the two would sync at the beginning every time the parent animation looped. But now the "child" animation won't restart with the parent, because of this bug fix. What's the deal? Why is this beneficial?

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    Re: Build 244: Force Animation "Fix"

    Or more importantly, is there some way to fix this? Whenever I force the frame of an animation, the animation freezes until I change the object's animation to a different sequence.

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    Clicker Multimedia Fusion 2 DeveloperSWF Export Module
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    Re: Build 244: Force Animation "Fix"

    Well, you couldn't synchronize the animation with frame 5 for example. Which caused a changed animation not fitting to the previous one, jumping from frame 5 to frame 1. That's the benefit. Now you have to compare the frame number to do your synchronisation at frame 1 though.

    For your second problem, seems that this part isn't fixed yet ...

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    Re: Build 244: Force Animation "Fix"

    Not entirely sure if this goes completely along with your "issue", but if you decide to make your game take advantage of a glitch in the program, and that glitch is suddenly fixed in a new build, then technically speaking, it's your fault. Even if you didn't know it was a glitch nor if you find the fix void of any benefit.

    The goal to fixing glitches is to get the program running the way it's supposed to run, not how you want it to run for your specific task. ;-)

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    Re: Build 244: Force Animation "Fix"

    Maybe I wasn't totally clear, sorry...what I mean is, I'd like to force an animation frame and then have the animation continue at its normal speed. Because of the new build I can force the frame I want, but the animation freezes and won't "start" anymore, even with a new event to try to make it force start.

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    Re: Build 244: Force Animation "Fix"

    Why not control the animation after you select the starting location with a counter, you'd in effect be "forcing" the animation along, but manually, if you understand me. Like using a counter that starts to run --when that selected animation position is set, then the counter would run the rest of the animations? Frame 3 -> Start, counter = set counter to 3 then continue counting up from three and set your remaining frames from the counters positions?

    Confusing?

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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    Re: Build 244: Force Animation "Fix"

    OK. In order to start the animation, you should use RESTORE ANIMATION FRAME. But I agree, START ANIMATION should restart the animation, starting on the current frame, whether or not there is a forced animation frame. For next build I guess.

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    Re: Build 244: Force Animation "Fix"

    OOJ- that makes sense, and I guess using Alt. Values wouldn't be a big hassle...thanks. And thanks Francois too.

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    Re: Build 244: Force Animation "Fix"

    I knew there had to be a use for "restore Anim." Generally I've used Restore animation frame to just reset the animation/stop an animation from playing. heh

    Alt. values would work too.

    Cool that's an old bit of code, it would be neeat to see it updated Francois.

    Whew, full-time job? :tired:

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    Re: Build 244: Force Animation "Fix"

    Yeah, I tried it out and Restore Animation Frame worked- thanks Francois. Much appreciated.

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