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Animation hit speed - Printable Version

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+--- Thread: Animation hit speed (/Thread-Animation-hit-speed)



Animation hit speed - Indiaret - 08-23-2016 10:38 AM

Hello,

Can i modify speed animation of hit ?

I changed default sphere_combat - there is :

[EVENTS e_combat_system]
ON=@Hittry
speedtimer
return 0

ON=@HIT
local.dmg=<eval ((<local.ddf>*1150)+500)/1000>
argn1=<local.dmg>
argn2=dam_god
return 0

[function speedtimer]
tag.hitspeed=<df_Get_speed_player> // function calculated from character dex and weapon base delay.
serv.newitem=i_speedtimer
new.p=<p>
new.link=<uid>
new.timer=0

[itemdef i_speedtimer]
id=i_memory
type=t_eq_script

on=@timer
link.timerd=<link.tag.hitspeed>
remove
return 1
____________
My problem is that the animation is too fast. The end of the animation should line up with dmg being dealt; but in this case there is a wait period after the animation, before dmg being dealt. Can this animation be slowed based on a dex (or some other) parameter?

Thanks


RE: Animation hit speed - XuN - 08-24-2016 05:58 PM

In clients newer than High Seas (or SA? Can't remember) some packets had change, the animation's one was one of those, so you won't have a 'full swing animation'. The most accurate approach you can get is to use local.AnimDelay in @HitTry trigger, here you have some Revision's entries:

Code:
Added local.anim and local.animDelay (this last one only working for classic clients) to @HitTry, so animations can be disabled and fired later in @hit (to remove the odd behaviour with new animation packets, which doesn't have delay).

Also changed AnimDelay from @HitTry to initially have a duration of argn1 -=7, so this can be softcoded to match 'old style' by just adding a simple +=7