oldyz
Well-known member
greetings , finally made some progress on some scripts, but now i am stuck on an issue:
i have this animation that in order to appear arcade accurate, the animation frames must run at 1.6667 centiseconds
however the engine only works in centisecond accuracy, and for some of my other animationscript tricks,
running some animation frames at millisecond speeds would give the best results -
and altho the engine graphically does not seem to display an animation if i use
delay 0
i was wondering if at least the frames of animation using "delay 0" run at millisecond speeds...
(5 animation frames 5 milliseconds?)
the other option that could work, is for a script to use the "engine clock" to fill in those millisecond gaps after a command or script is executed -
i have this animation that in order to appear arcade accurate, the animation frames must run at 1.6667 centiseconds
Code:
anim special
loop 1
delay 1.667
offset 124 124
bbox 110 35 29 65
#@script
void self = getlocalvar("self");
if(frame == 10){
changeentityproperty(self, "aiflag", "attacking", 1);
changeentityproperty(self, "aiflag", "idling", 0);
changeentityproperty(self, "takeaction", "common_attack_proc");
changeentityproperty(self, "animation", openborconstant("ANI_SPECIAL1"));
}
#@end_script
frame data/chars/zombie/02 #0
frame data/chars/zombie/01 #1
frame data/chars/zombie/02 #2
frame data/chars/zombie/01
frame data/chars/zombie/02 #4
however the engine only works in centisecond accuracy, and for some of my other animationscript tricks,
running some animation frames at millisecond speeds would give the best results -
and altho the engine graphically does not seem to display an animation if i use
delay 0
i was wondering if at least the frames of animation using "delay 0" run at millisecond speeds...
(5 animation frames 5 milliseconds?)
the other option that could work, is for a script to use the "engine clock" to fill in those millisecond gaps after a command or script is executed -