I have a metronome sprite with one 60-frame looping animation. I want to start and stop the animation playing with keyframes on the timeline (not in events sheet).
Is this possible?
I tried...
1. creating a 2nd animation (a single frame) and setting keys for "initial animation" property. The animation changed once, but later keys were ignored.
2. setting keys on a boolean variable (see attached image) and in event sheet, check it every system tick, and played animation if boolean is set, and stop if not. That created flaky behavior - animation played slowly, and didn't stop when boolean was cleared
(what I wish for is a play/pause sprite property that I can key on the timeline)
My fallback plan is don't use timeline, just hardcode timing in events e.g. play anim, wait 5 sec, stop anim, wait 2 sec, play anim