Hi Jonathan,
there is unfortunatley no property, which determines the end of a filmloop.
But you can help yourself with a workaround like this:
for that you must know the length of your spriteAnimation before you created
a filmloop out of it. (e.g. 42 frames)

--------------------------------------
property pAniAktive, pFramecounter

on beginSprite me
   me.init()
end

on init me
   pAniAktive = FALSE
   originalSprite=member"orginal"
   sprite(me.spriteNum).member=origianalSprite
end


on exitFrame
   if sprite 2 intersects sprite(me.spritenum) then
      pAniAktiv = TRUE
   else
      me.init()
   end if

   if pAniAktiv then
      pFrameCounter = pFrameCounter + 1
         case pFramecounter of
             1: sprite(me.spriteNum).member = member "loop"
             42: me.init()
         end case
   end if
end


Be sure  that you don't use a 'updateStage' somewhere else. It will force
the Filmloop next frame whereas your framecounter will not get this step and
therefore no more synchronisation!

Hope it helps
Yoshi Keller




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