scotg 204 Posted September 10, 2018 (edited) Another technical question here. Most user/custom animations are dependent on a key press or scroll menu selection, and then the full animation is carried out. What I want to know is how (if possible) to make the animation happen only while a key is being pressed. When the player releases the key, the animation pauses. It would also be helpful to disable it from appearing in the scroll menu, since holding a selection in the scroll menu might be impractical.EDIT: I should also mention that when the animation is paused from key release, the animated part (named selection) should remain where it is and be able to go in reverse with another key press. Practical example: Say there's a sliding missile rack on a helicopter, going between left and right in both directions. I want to use Num4 and Num6 for left and right input (I may want to try other keys or controls if these are too cumbersome). I want to have the ability to interrupt the missile rack moving left and go right (and vice versa) on a whim if necessary, and movement should cease if there is no key press at all. I hope that's more clear. If anyone knows how to do this, please show me! Also, is there a list of UserActions>Conditions and Statement keywords? I'm no programmer, but it looks like condition is the "IF" part of an if/then and statement is the "THEN." I know some phrases like this, animatePhase, >, <, and say3D, but there must be a list of more terms. That's probably a huge list, I realize. Anyway, I'm still digging around through the links for bits, pieces, clues. If I can familiarize myself with all this, then I won't have to dig around and beg for help so much! LOL Edited September 10, 2018 by scotg Added Practical Example Share this post Link to post Share on other sites