Well, not really really simple. I don't know how experienced a programmer you are.
Well, I'm taking a comp. sci. degree, so I'm fairly experinced at programming, just not AGS.
The title says its solved?
Yes, that solved the problem. I did a simple while loop that didn't exit until the animation reached the first frame of the first loop.
[code]
object[1].Animate(0, 7, eRepeat, eNoBlock);
...
//more code
...
while ((object[1].Frame != 0) && (object[1].Loop != 0)){
Wait(1);
}
object[1].Animate(0, 6, eRepeat, eNoBlock );
[/code]
I could probably increase the amount of time the game waits in each loop, but the instance is near the end of a rather long cutscene, and I don't like having to wait through it each time.
