keeperfx
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Broken animation
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.
https://github.com/dkfans/keeperfx/assets/167131626/c1f02de7-79e8-45fb-858e-e9524b2a14c9
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.
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.
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.
https://github.com/dkfans/keeperfx/assets/167131626/156fc764-14ba-4b4d-ade6-7af93f1e63f3
Mh yeah ok it seems there is an issue with volley. 🤔