I've just noticed that whenever I use the 'Change animation sequence to ...' action, the animation I change to starts on the second frame. Is this right? Is there a way to change this so that it starts on the first frame?
Thanks,
CoffeeCup




I've just noticed that whenever I use the 'Change animation sequence to ...' action, the animation I change to starts on the second frame. Is this right? Is there a way to change this so that it starts on the first frame?
Thanks,
CoffeeCup
Animations always start at the 0th frame unless you manually set it otherwise. To see this, set the animation speed of the animation to 0.




I've done some testing and you're right, it does start on the first frame, except the animation speed whilst the first frame is playing is different to all the rest of the time and sometimes the first frame isn't discernible at all. Try this: make an active with a custom animation where the first frame is a huge block of blue (easy to notice), the second frame is a normal sized block of green and the third frame is a normal sized block of purple.
User clicks left button -> Change animation sequence to custom animation AND Change speed of animation to 10
Sometimes the huge blue frame just doesn't come up, it starts on green and then goes to purple before going to stopped, other times the big blue block is there for a flash but not as long as the other frames. Slower animation speeds get a better result but it's not perfect. Is it just my computer?
EDIT: I guess slower animation speeds aren't much better; I just had the animation speed set at two and it completely missed the first frame about six or seven times in a row!
Instead of User Clicks Left button, try this
+Repeat while Left mouse-button is pressed
+Mouse is over object
+Only one action when even loops
-Change animation speed to 10
-Change animation sequence to xxx









We used to put an extra first frame of the animation. Why would this not work if your animation always starts on frame 2?
Marv
458 TGF to CTF 2.5+ Examples and games
http://www.castles-of-britain.com/mmf2examples.htm




Tried this and it was no better. However, I did not know about the 'Only one action when event loops' event so that was useful.
This will work and is what I've ended up doing now that I know what the problem is but to start with I thought the animation was starting on the second frame and I thought there must be a way of getting it to start on the first one.
If possible, could you upload an example of this issue/replica of it Coffee?




Here you go. See how it behaves for you.
I'm having this very same problem right now...
One of the animations only play the first frame (0) the first time it's fired. nivram solution is not good for me because it's very noticiable when the first frame is played and when not. To make things worst, if you play another animation and then play the bugged animation, it will play correctly again but just once and then bug again until you play another animation. I have 4 other animations on the same active and only one have this problem...
To always "see" the first frame, change the Display mode from Standard to one of the Direct 3D modes and do not use immediate events for changing the animation. It still doesn't play as long as you might think, but now it consistently shows. Unfortunately, each case I've tried it, either the first frame goes by at lightning speed or it only shows itself and not the other frames regardless of what the animation speed is, the movement timer speed is, or the fps speed is.
Worse case scenario is that you have to manually change the frame of each animation every x frames