FEATURE: Different Command To Enable Animation Looping

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#1

Previously: FEATURE: “starts” VS “is” Code


Hello hello :wink:

Lately I’ve been thinking and asking myself what the real difference between the is and starts codes were (if there are any, feel free to correct me). Since they both seem to have an identical function, imagine the is code would make a character play the animation once, while the starts code would make the animation loop. This way we wouldn’t need separate looping and non-looping animations.


EDIT: Thanks to @Dara.Amarie for clearing up the confusion between the two commands.


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:


So, yay or nay?

  • Yay!
  • Nay.

0 voters


#2

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.


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Difference between starts and is?
#3

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