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 Deathbringer Possibly Insane
Registered 05/07/2002
Points 2487
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29th September, 2026 at 29/09/2026 04:40:37 -
("Just buy Fusion 2.5" is the wrong answer, by the way)
I have a custom platform movement where a rectangular collision box has it's internal X value increased or decreased when left or right are pressed. It's position is then changed by the X value (with "gravity" and "jumps" to handle the Y position of course).
I have the code "If value X > 1" on the detector, then "set animation to walking" on the actual character (who is an inert object that always moves with the detector), but the animation only ever shows the first frame of the walking animation. I have it set to looping, and to a speed of 20 in the animation editor (the preview looks fine), but in the game, it doesn't animate.
I guess the fact the detector and character have "static" movements, the engine thinks they "aren't moving" and the animation doesn't need to play. Is there any way to force it to play?
A signature
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 Fifth Quadruped
Registered 07/05/2003
Points 5824
   
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29th September, 2026 at 29/09/2026 07:45:08 -
I remember dealing with that issue. I think the solution was "give the Stopped animation the equivalent number of animation frames as your Walking animation". It's okay if these frames are all the same.
The reasoning here is that every frame it would always restore the animation to the default Stopped. And since Stopped only has one frame, it would cap it there. Then it would get to your event to override the animation and would do so, preserving the current animation frame number.
Go Moon!
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 Deathbringer Possibly Insane
Registered 05/07/2002
Points 2487
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29th September, 2026 at 29/09/2026 13:03:22 -
Hi, thanks for the advice, unfortunately that didn't work, I gave every animation the same number of frames, in every direction, but the walk is still only the first frame.
I also made every animation looping, but that didn't fix it either
A signature
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