you can try bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.eventsUPARROWKEY]:
or bge.logic.KX_INPUT_JUST_RELEASED == keyboard.events[bge.eventsUPARROWKEY]:
or bge.logic.KX_INPUT_JUST_ACTIVATED== keyboard.events[bge.eventsUPARROWKEY]:
if key[events.UPARROWKEY] == bge.logic.KX_INPUT_JUST_ACTIVATED:
ob.playAction("Action", 1, 20, layer=0, play_mode=bge.logic.KX_ACTION_MODE_LOOP)
if key[events.UPARROWKEY] == bge.logic.KX_INPUT_JUST_RELEASED:
# Do something to stop the action
Unfortunately, the brick
work no longer
the loop MODE is nothing short of disgusting, with INCREASE frame that goes with 0.4/0.5/0.6 frame , a kind of random Oo …and also the end loop is random , while the animation is not random , is sure a crap!
(this problem has always been there,
for this, I used mode property)
in the new version of Action is expected to return to blendIn?
or should I resign?
I can not imagine that blendIn is no longer supported!
I was having some trouble with something similar earlier which i think ive resolved.
I have a Gun with Pickup, Reload and Fire animations. When none of these animations are playing a looping IDLE animation (slight gun movement) Plays Underneath. I Set The Pickup, Reload and Fire Animation actuators (Blendin: 5, Priority: 0, Layer: 1, Layer Weight: 0) and the Idle Animation ( Blendin: 5, Priority: 1, Layer: 0, Layer Weight: 0). This Stopped my animations from locking up and jittering. and seem to transition reasonably. I Control the sensors and Action Actuators Via python but i dont see why logic bricking it will be a problem.
I don’t claim to fully understand this problem but i’m still experimenting.
This might not be what you are looking for but as i understand it Higher Layer and Lower Priority for Dominant Actions.
If There is still trouble with this issue ill start up another scene with test Armature Actions and ill upload a blend at some point.