I’ve tried multiple different things, such as telling it to stop when it reaches a certain point, or attaching a timer onto it to (hopefully) make it stop when the timer count is done. None of it works. It just keeps going. Can somebody help me please?
Below the attached image is of the timer example.
1 Like
Welcome to the forum.
The first event needs a trigger once or something similar. Without it, it keeps restarting the timer so it will never reach 2 seconds.
Are there multiple NewSprite6 objects? If so, instead of a trigger once, you could check if the other tween is playing and stop it or exists then delete it. If there were multiple objects, you might want to use an object timer instead of a scene timer. That depends on the desired result.
You could also check the tween progress instead of using a seperate timer. Tween progress is a percentage of completion. It goes from 0 to 1. So .5 would be halfway.
Progress of Bone tween > .5
Trigger once
Stop or delete the 2nd tween
Or for multiple instances
Progress of Bone tween > .5
Tween #2 is playing or exists
Stop or delete the 2nd tween
3 Likes
Also, isn’t the tween named “BoneAttck”, while the tween they are stopping is supposedly named “Tween”?
2 Likes
I thought it could be a 2nd tween. If not then maybe the play tween action is also being constantly triggered. That would also cause a tween to play for infinity.
2 Likes