Animation doesn't loop

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GameBurger
93 Posts
Posted Aug 21, 2014
Hold animation is set to "No". Correct me if I'm wrong, but animations are supposed to be looped if Hold animation is set to "No". But whatever the value of Hold animation is, it still plays once and stops at the last frame.
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Doctor_GLaDOS
21 Posts
Posted Aug 21, 2014
Replied 23 minutes later
I think that "Hold animation" means that animation freezes at the end.
I would loop animation like that.
Logic_auto triggers logic_relay. Logic_relay runs animation, triggers second logic_relay and disables it self, second logic relay after delay of few seconds triggers animation, triggers first logic_relay and disables itself.
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CamBen
973 Posts
Posted Aug 21, 2014
Replied 1 hour later
Or instead of having that ^^^^ weird workaround you could just use a logic_timer
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TeamSpen210
608 Posts
Posted Aug 21, 2014
Replied 5 hours later
Do you have a Default Animation set? When the animation finishes it'll play that animation. Use the setDefaultAnimation instead of SetAnimation in that case. Alternatively, have a OnAnimationDone output that sets the animation again. If you route that through a logic_relay you'd be able to enable/disable to turn it on and off if needed.
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GameBurger
93 Posts
Posted Aug 22, 2014
Replied 12 hours later
Yeah, the solution was default animations. Can't thank all of you enough! I was going mad there xD