Animation not responding in time? Under certain conditions, I need my animation to be played. The rig gets a message every 5 tics and it seems that the animation is being played every 15-20 tics. My animation frame rate is 60, and same with the refresh rate. The player is in one scene, and the weapon is in another. I will not explain the "certain conditions" right here as it may be difficult; I will show you a .blend which is somewhat a replica of the functions that I have with this issue.

EDIT: I don't know how or even if this helps in any way, but if you have the animaion set to "loop end" instead of "play," the animation goes faster and slower randomly, sometimes it even stops! Just some more possibly useful or useless info: if I just do Always (freq. 0) > and > Play (0-5), the animation is still being played slowly, but if I do the exact same thing except I use "Loop End" rather than "Play," the animation seems to go the right speed. I am not saying I want to use "Loop End," I am just pointing this out if this helps. Thanks!
The reason for this is that there is a big difference between frames and logic ticks. There is a default of 60 logic ticks per second, and 20 frames per second.

The current frame rate in your scene can be found here in case you accidentally changed it, but the default is 20.



If you add a delay sensor, and hover over the
 delay field, the tool tip that opens shows this:



The relation here is three logic ticks for every one frame. So for your mouse sensor, it should have the true level triggering set to 15 for 5 frames to play on your action actuator

You can avoid this by changing your mouse sensor's delay between positive pulses from 5 to 15