| 03-16-2009, 12:13 AM | #1 |
I was curious, what happens when you play an animation on a unit while we is currently in the middle of an autoattack animation? (And does the original attack connect?) |
| 03-16-2009, 12:17 AM | #2 | |
Quote:
Meh, I guess the unit start the autoattack animation, doesn't complete it and goes to the triggered animation, with a buggy visual effect. But I'm not sure enough of this. |
| 03-16-2009, 07:57 PM | #3 |
I'm pretty sure the attack (or any other action, like spells) doesn't get interrupted. Animations should be entirely visual, without gameplay consequences. |
| 03-16-2009, 09:42 PM | #4 |
Well I am trying to make a dual wield ability, so I am basing it off EQ's idea, where offhand is a % chance to strike. My main concern was at really short attack speeds where the animation may interfere with the actual attack. |
| 03-19-2009, 12:13 AM | #5 |
That's a good idea - it'll probably help a ton with a certain Jungle Dartmon... |
| 03-19-2009, 12:19 AM | #6 |
Jungle Dartmon? o.o |
| 03-19-2009, 12:23 AM | #7 |
Hmm, dual attacks with unconflicting animations; yeeeesss... --EDIT-- Wait, how does that help, cosmicat? :P |
| 03-19-2009, 12:25 AM | #8 |
Custom troll race unit Kyrbi0 wants to make. Has a ranged air attack and a melee ground attack, each with a different animation (blows darts at air, bashes ground with staff). The problem is (was) that we were planning to use a mod. Critical Strike to make him play his "Slam" animation when he attacked ground, but he also wanted to give them a regular Critical Strike (resulting in a ground attack vs air or an air attack vs ground on crit proc). Critical Strike is hard-coded to play the "Attack Slam" animation string if it exists, but if we gave his air attack, say, a special animation string ("Attack Air") and didn't give him an "Attack Slam" animation at all, we wouldn't need to use a 100%-proc Critical Strike to play a different animation for air attacks -- we'd trigger it so he played his "Attack Air" animation on event - unit is attacked with condition - attacked unit is an air unit. You see? Then Critical Strike wouldn't be a problem at all, because it couldn't play a special attack animation. TL;DR: scrap the "use Critical Strike to play Attack Slam animation" idea and trigger the air attack animation instead; the trigger will override the "critical strike" animation, and you can give the Dartmon a (vs ground only) Slam animation if you wish. |
| 03-19-2009, 12:49 AM | #9 |
Ahhh.. Sweet. :P |
