I am currently using the CocosBuilder to make the animations for my sprites.
And I use some actions like CCMoveTo to make it move in my game.
However, CCBAnimationManager call “mRootNode->stopAllActions();” in function “runAnimationsForSequenceIdTweenDuration” (line 580, CCBAnimationManager.cpp)
which stopped all my other actions of that sprite.
Now I need to use a sprite/node to contain the sprite object made by cocosbuilder. And that is not a very good idea I think.
I ve found a similar question here : http://www.cocos2d-x.org/boards/6/topics/18367However, there seems no reply from the administrator.
Hope the admin can make a better solution to it! (maybe a specific tag for actions used in CCBAnimationManager?)