ID:1875439
 
Resolved
Animations did not allow looping if the first call used time=0. Now they do, as long as the total time per loop is not 0.
BYOND Version:507
Operating System:Windows 7 Pro 64-bit
Web Browser:Chrome 43.0.2357.124
Applies to:DM Language
Status: Resolved (508.1290)

This issue has been resolved.
Descriptive Problem Summary:
Lummox: The first call doesn't allow 0 when looping is involved, and resets loop to 1 deliberately

Numbered Steps to Reproduce Problem:

Code Snippet (if applicable) to Reproduce Problem:
mob/verb/TestAnimate()
animate(src, alpha=0,time=1, loop = -1)
animate(alpha=255,time=10)

mob/verb/TestAnimate()
animate(src, alpha=0,time=0, loop = -1)
animate(alpha=255,time=10)


Expected Results:

Actual Results:

Does the problem occur:
Every time? Or how often? Every time
In other games? Yes
In other user accounts? Yes
On other computers? Yes

When does the problem NOT occur?

Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? (Visit http://www.byond.com/download/build to download old versions for testing.)

Workarounds:

Lummox JR resolved issue with message:
Animations did not allow looping if the first call used time=0. Now they do, as long as the total time per loop is not 0.