How do I start and stop a sprite's animations from the timeline?

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3 pixel charaters with over 8 animations each + animations with a gun
  • 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

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