Share Posted May 24, 2013 I've solved this, but I have no idea how, and I'm trying to understand what happened. I have TImelineMax's set up in a class. One of them is this, super-simple -- I use it to have a person 'escaping' or not escaping -- if they are escaping, they move off screen, if you click, the timeline is reversed and they come back. Instantiations of this class are being moved in z-space forwards, in a timelinemax which contains repeat = -1 tweenmaxes (as per Carl's great help) -- when the person disappears off screen in the distance I reset this timeline to get them not escaping anymore. I was using gotoAndStop(0) but now am using seek(0), pause() -- the reset can happen while the timeline is moving forwards, or reverse. _escapeString = Math.random() > .5 ? "+=" + ESCAPE_DISTANCE : "-=" + ESCAPE_DISTANCE; _escapeTimeline = new TimelineMax({paused:true,onStart:tlStart,onComplete:tlComplete,onReverseComplete:tlReverseComplete,ease:Linear.easeNone}); _escapeTimeline.add(new TweenMax(this,ESCAPE_TIME,{x:_escapeString,ease:Linear.easeNone})); As I said, I solved it, somehow -- but as I don't like unknown unknowns, my question is: apart from kills(), is there anything else that would make the duration() of a timeline == 0, and the progress() == NaN ? That's what was happening. But the timeline itself existed, i.e. != null. Link to comment Share on other sites More sharing options...
Share Posted May 24, 2013 Not really sure. the duration should only be 0 if the timeline has no tweens inside or if all the child elements have no duration also. Link to comment Share on other sites More sharing options...
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