I called these as "tasks", because just like if you had a list of things to do, you would only do one after the other, and never 2 at the same time (unless someone helped you with the tasks, and this would be what I referred to "multi-threading"), and code works exactly the same way.
Animation is just a very specific feature of UnrealScript, which only setups a few variables up (relative timers, frames and the sequence to animate) and lets the render do the rest, and I never mentioned anything specific as animation or anything else in my examples.
But again:
Code: Select all
PlayAnim('Anim1', 1.0);
PlayAnim('Anim2', 1.0);
In fact, my example applies to every single language out there.
Apparently this isn't obvious to TheLame.
Thanks for your input Anth.