Re: Getting Whole Timelines to Loop
Posted: Thu Mar 09, 2023 2:34 pm
I'll add this for anyone who needs this after me. Everything above works, but when using nostop the timeline will now need to be manually stopped by you. So, you'll want to call at whatever appropriate time, probably with the keyword. Otherwise, you might have some unexpected behavior.
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Timeline(stop, playableName)
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required