Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Broken animation #3175

Open
ErminioLucente opened this issue Apr 21, 2024 · 4 comments
Open

Broken animation #3175

ErminioLucente opened this issue Apr 21, 2024 · 4 comments

Comments

@ErminioLucente
Copy link

In the creature config, it seems that using RESETTIME = 0 brakes a lot of the animation sequences.
Its quite hard to identify the issue, but sometimes animations freeze, play fast or slow. i think it plays whatever the previous attack animation speed was. I assumed that no other attack can be processed until after the TIME = of the current attack is finished, this doesn't seem to be the case. i need a second opinion.

2024-04-21_06-08-21-1.mp4
@walt253
Copy link
Contributor

walt253 commented Apr 21, 2024

Well you are not really supposed to have a reset time set to 0, my opinion is if you try to use extreme value on your config, you can indeed expect to see some funky stuff like this.

@ErminioLucente
Copy link
Author

totally understandable.
But if the animation TIME is the duration of the animation of that skill, no other attacks/animation should take place within that time frame.
There should be a check or a forced animation swap when a new attack plays that overrides any previous animation.

Look into it, if you feel this is a pointless endeavor, then feel free to close this issue. I'll have no problems with it, i'll just adjust the time values.

@ErminioLucente
Copy link
Author

ErminioLucente commented Apr 21, 2024

Also just noticed something else that throws animation out of whack, if you have a attack, like volley with a high effectamount/delay and a short TIME animation, this also brakes animation.

It seems like setting TIME on a volley attack to 0 wont make other animations play until the attack is complete. this is what i think is breaking the sequence. The purpose of having no TIME is to make it a instant cast attack while the creature can continue to use other attacks.

this video illustrates what im saying, ive set the attack volley TIME to 1. thats a single frame, so in theory it should instantly snap to the next attack. notice how it gets stuck.

2024-04-21.16-08-48-1.mp4

@walt253
Copy link
Contributor

walt253 commented Apr 21, 2024

Mh yeah ok it seems there is an issue with volley. 🤔

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants