I utilize breaking floors, and its necessary for the floor to break slow enough that you can walk on it. However, setting it to reset when cycled to does not work.
[1170] "Reset Animation when Cycled to" doesn't work.
Uhhh, are you super duper positivelyrootely darn doodely about this? What you're asking for would probably single-handedly break every other quest made in the betas. That's a can of worms right there.
..Needless to say I tested this and it seems to work fine. (The entire Grikarugun tileset is nothing BUT cycling 8-bit combos with the restart when cycled to box checked.)
Well, what would cause Reset when Cycled to to NOT function? because, well, its not functioning in my quest. I'll upload it.
If the reset when cycled to works for you, then I likely either didn't check a rule I should have, but on the off chance that I didn't...
edit: Nevermind. That's retarded.... <_<
edit2: I don't think they ever worked before...
Well I haven't heard back about this, but here you can clearly see that they were never supposed to work that way.
if(combobuf[c].animflags & AF_CYCLE)
{
combobuf[c].tile = animated_combo_table[c][1];
animated_combo_table4[animated_combo_table[c][0]][1]=0;
}Maybe a flag at some point like "seperate animation sync" (<-crappy name) or something.