Heres a better, commented snippet I just wrote, should work now, and I hope it answers your questions

:
`set up program
sync on
sync rate 30
backdrop on
`Load the bitmap (replace explosion.bmp with the name of your bitmap)
load bitmap "explosion.bmp",1
`as we have just loaded the bitmap, it is the 'current' bitmap, so these get image
`commands will get the diferent pictures off the bitmap we just loaded
get image 1,0,0,64,64
get image 2,64,0,128,64
get image 3,128,0,192,64
get image 4,192,0,256,64
get image 5,0,64,64,128
get image 6,64,64,128,128
get image 7,128,64,192,128
get image 8,192,64,256,128
get image 9,0,128,64,192
get image 10,64,128,128,192
get image 11,128,128,192,192
get image 12,192,128,256,192
get image 13,0,192,64,256
get image 14,64,192,128,256
get image 15,128,192,192,256
get image 16,192,192,256,256
`now we have got 16 images (the 16 frames of the animation) loaded into the memory
`we can delete the bitmap becasue we no longer need it
delete bitmap 1
`make your plain
make object plain 1,20,20
`texture it with the first image (The first frame of the animation)
texture object 1,1
`make sure the plain is facing the camera
set object to camera orientation 1
`make a variable called texture, which we will use to track which
`texture is currently appliad to the plain object
texture=1
`main loop
do
`increase out variable 'texture' by one, which will move it on to
`the next frame of the animation
inc texture,1
`make sure our variable 'texture' is not above 16, because we only have 16 frames
`if it goes above 16 (>16) then give it a value of 1 so it starts playing
`the animation again
if texture>16 then texture=1
`texture the plain object (object number one) with whichever value 'texture' has
texture object 1,texture
`sync & loop
sync
loop
`:-)
Robin
http://www.thegameszone.tk |
[email protected]

MMMBop, ba duba dop ba do bop, Ba duba dop ba do bop, Ba duba dop ba do. Oh yeah