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A forum post by eibbie

I had a similar problem. So the playhead position output is a fraction valiue between 0 and 1, so to finish a timeline immediately you have to set its playhead position to 1. (and of course only play the timeline once). So if you have a signal that needs to interrupt the timeline, e.g. from a collision in my case, then you could combine this signal with some logic with the current playhead position to send the playhead to the end of the timeline. However, you have to have the animation played normally if there is no interrupt. So I combined the playhead position output with the 0 or 1 signal from the interrupt using a calculator MAX function.
If there is an interrupt signal, the output will be 1. That is the end of the timeline, and can be output to the playhead position input (<>) on the timeline panel.
If there is no interrupt signal, this will return the current playhead position. You can't feed this directly back into the playhead position as this will freeze the animation. So my trick was to add a very small number, e.g. 0.005, to the output of the max function using an adder calculator block and feed that into the current playhead position. This will speed up the animation by a fraction. However this worked fine for me. (Probably you can correct for this by reducing the playback speed by a little amount if this is a problem).

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