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Thread: Max # of animations.

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    Max # of animations.

    Heya I'm setting animations by changing the animation sequence of an object to be equal to the number of a counter. I have it working but it doesn't work once I exceed 31 animations. animations 32+ doesn't work

    Any ideas?

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    Re: Max # of animations.

    Ah actually it works on objects but not on groups belonging to that object. So for example. I have a ton of objects belonging to group 3 If I tell the individual objects to set to animation 33 it works but if I tell the group it dosn't

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    Re: Max # of animations.

    HURRAY!

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    Re: Max # of animations.

    well no, it's still not good. I will have about 20 objects that will belong to group 3. I can't test to see if each objects anim is done I need to test to see if the groups anim is done. but I can't test anims over #31. I have some ways around this but it's hacky.

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    Clickteam Clickteam

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    Re: Max # of animations.

    It seems it's an old limitation from MMF1 / TGF1 that hasn't been removed in this condition. I think we can fix it in the final version of the build 247, I've asked Francois for confirmation.

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    Re: Max # of animations.

    Until then, you could always try to use multiple directions for each animation, rather then separate animations. You figure 32 * 32 = 1024 more animations.

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    Re: Max # of animations.

    Good Idea BrandonC

    I actually am using a workaround that isn't too hacky .

    I'm setting a counter equal to the last anim played on group 3 and then setting another flag to 1 when an anim finishes and 0 when an anim is playing

    If flag 1 is = 1 and last anim is equal to whatever anim I want to test to see if it is done I consider the anim finished.

    Luckely I only have one object in group 3 playing anims at once. (It's a fighting game with lots of characters) So for my project this should work .

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