FEATURE: Different Command To Enable Animation Looping

Hello hello :wink:

I know this may be a hardly possible feature to get, but I personally think it would make everything much easier when distinguishing between looping and non-looping animations. Plus, there wouldn’t have to be two different codes for the same animation, of course.

If you support this idea, make sure to like this post and feel free to comment your thoughts. :blush:

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is” is to @ as “starts” is to &

When you use “starts”, a character will do an animation while the next command happens.

@DUDE is laugh_giggle
@MAN is scream

With the above example, MAN will not scream until DUDE has finished the animation “laugh_giggle” because I used the word “is”

@DUDE starts laugh_giggle
@MAN is scream

With the above example, DUDE will laugh at the same time MAN will scream because I used the word “starts”

So basically these two commands below work exactly the same way:

&CHARACTER is laugh_chuckle
@CHARACTER starts laugh_chuckle

That is the difference between those 2 words.

19 Likes

Ah, I finally get it now, thank you for clearing the confusion up. :hugs:

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Topic closed due to one month of inactivity. :wink: