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Animation hit speed - Printable Version +- SphereCommunity (https://forum.spherecommunity.net) +-- Forum: Sphere 0.56d (/Forum-Sphere-0-56d) +--- Forum: Script Help (/Forum-Script-Help) +--- 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). |