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Thread: Possible bug with animation speed

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    Clicker

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    Possible bug with animation speed

    So, I am creating an active object in a fastloop, setting its movement to Movement #2 (which I have made a Vector movement), setting it's animation speed to anything below 50, and then use the clickteam movement controller to set the vector movement's speed and then the direction angle to move toward.

    Then I have an event that looks for the object's animation to reach frame 5, at which point it destroys the object. To make sure this destroy code works, I have the animation of the object loop the last frame (frame 5)of the animation. This works great if I don't have the line of code that changes the animation speed of the object. But if I have that "change animation speed" code in there, the animation stops on the last frame and is never destroyed.

    Is this a bug? Or am I missing some quirk of MMF here?

    Mobichan

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    Clicker Multimedia Fusion 2SWF Export Module
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    Re: Possible bug with animation speed

    To test if conditions work, throw in an End Application action.

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    Re: Possible bug with animation speed

    Yeah, it could be a destroy glitch and not a condition detection glitch. Though the animation in MMF2 are very sensitive; if you do something they don't enjoy they will hate you forever until you say sorry by doing some stuff they DO like.
    Working as fast as I can on Fusion 3

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    Clicker

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    Re: Possible bug with animation speed

    It works if I remove the "Change Animation Speed" condition and doesn't work when it exists. I'm 99% sure this is causing the issue. And I am aware that the animation system sometimes acts like a whiny 2 year old, but I was hoping I could give it some candy and it would stop misbehaving.

    Anyone else have any idea what is going on? I can upload my file if it will help.

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    Re: Possible bug with animation speed

    Maybe try restor animation sequence after it? If not that then do play animation.
    Working as fast as I can on Fusion 3

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    Re: Possible bug with animation speed

    Seems like Restore Animation Speed just reverts the speed back to 50, even if I set the speed to less than 50. And Restore Animation has no affect. Anyone else have any ideas?

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    Re: Possible bug with animation speed

    Try starting the animation again?
    Or maybe try adding an extra frame at the end...?

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    Re: Possible bug with animation speed

    To clarify, the animation is for an explosion sprite and it is used for a number of different things in my game. In all other cases, I need it to play at 50 fps, which it is doing just fine. But in a particular situation, I need to create it at runtime and set its play speed to something slower. I can't really adjust the animation itself without messing up the other places I use the explosion. I could create a duplicate of the active object and set it to a slower speed, but I didn't want to be wasteful and I thought that MMF had the means to slow it down.

    And to reiterate, when I set the speed to a lower value, the animation does play at the slower rate, but the code that should be triggered when it reaches the last frame doesn't seem to fire. T_T Why MMF why?

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