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Delay
Feb 12, 2005 3:31:23 GMT -5
Post by vespuleth on Feb 12, 2005 3:31:23 GMT -5
alot of games have this ridiculously long wait time in them, and do fine. (monster hunter). the thing to do is make your player aware of why they are waiting, and give them a very active battle system. the more active, the, more realistic you can make it. if they swing, and the animation lasts for the entire delay, then your good. also, as they get higher in level (stronger) you could make the delay shorter, as well as w/ special combos that they learn. but of course, the delay between combos should balance it. in soul caliber, some of the combos are really powerful, and fast, but the hard thing to do is get into the stance appropriate for the combo. this is where the challenge could be w/ the combos. or perhaps that the combo will leave them off balance. play a little dark alliance to see how different weapons work. in that game, they developed a combo system that works something like this:
one handed weapons:
attack attack attack attack pause
two handed axes:
attack attack slight pause sweeping arc, pause
two handed swords:
attack attack sligh pause big attack pause
long weapons (spears/staffs)
attack attack attack knockback attack pause
while each of these is a five beat system, they vary in length. i dont know, just thought it was worth posting.
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Delay
Feb 12, 2005 12:43:35 GMT -5
Post by Tinbok on Feb 12, 2005 12:43:35 GMT -5
I like those ideas Ves. But yeah, I made a new axe animation. It's not really that great looking but I seem to have a little problem. Its probably easily fixed but I can't think of a way to have the animation going while the enemies are moving. If I don't have the wait command the player can swing the axe 5 or 6 times before the first one is even done... hmmm... (ponders the matter at hand...) Thanks by the way. ;D
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Delay
Feb 12, 2005 13:09:03 GMT -5
Post by vespuleth on Feb 12, 2005 13:09:03 GMT -5
no prob. on a side note, i couldnt really make sense of your previous post. whats the problem?
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Delay
Feb 12, 2005 13:47:27 GMT -5
Post by Tinbok on Feb 12, 2005 13:47:27 GMT -5
Well, I press [] and he does the animation. It takes about 3 seconds to perform. My problem is that the enemies stop too while he's doing the animation. It's because I put a 90 second wait in there. If I don't do that then... ah jeez... I can't think of a way to explain this... Basically if I don't insert a wait command the enemies won't stop but another problem occurs. If you keep pressing square you can do the animation again before the first one ends. My guess would be that because it is run on an action script that this problem occurs. I checked and it's not because of the marker on the VFX animator. It's really hard to explain so, sorry if you can't understand.
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Deleted
Deleted Member
Posts: 0
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Delay
Feb 12, 2005 15:14:56 GMT -5
Post by Deleted on Feb 12, 2005 15:14:56 GMT -5
Would it fix it to: turn a flag on when the animation starts, turn it off when it ends, and make that flag being off be a requirement for the player's attack to begin? (I think you see what it's supposed to do, if not I can explain)
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Delay
Feb 12, 2005 15:39:12 GMT -5
Post by Tinbok on Feb 12, 2005 15:39:12 GMT -5
Yeah, I tried that before. It didn't work unfortunately.
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Delay
Feb 12, 2005 16:25:24 GMT -5
Post by vespuleth on Feb 12, 2005 16:25:24 GMT -5
if the enemies are stopping, itd seem that it wasnt an action script, but rather a content script. you should maybe try an action script.
condition 'x' pushed (i assume you know how to get this far)
sb>>repeat>>flag 'axe' on sb end
(this creates a gate that makes the script unexecuteable while the flag is on)
flag 'axe' on
display animation
perform checks and math functions
wait 90 f
flag 'axe' off
------------------------------------------------------------------------
this will make it to where if they press x a bunch, they will swing a bunch, but it will take place at the appropriate time interval, i think. id have to test it to be sure, but i think ill leave that to you.
in all seriousness, let me know how that turns out, and if it doesnt work, ill see what i can do.
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Delay
Feb 12, 2005 16:43:37 GMT -5
Post by Dungeon Warden on Feb 12, 2005 16:43:37 GMT -5
You might need to create a clock. When the player swings, note the time and add three seconds. Allow the player to swing again when three seconds on the clock have pased. Put the clock as an action script running in the background and it shouldn't interfer with the enemies moving.
Note that the clock doesn't need to keep track of time. It can be set to 0 when the battle starts (the first time the player attacks) and stopped when the battle ends (the enemy dies), keeping track of the seconds (or 30ths of a second if you want) in a variable throughout the battle.
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Delay
Feb 12, 2005 17:03:17 GMT -5
Post by Tinbok on Feb 12, 2005 17:03:17 GMT -5
I guess forgot to say that. Sorry. It is a content script. I would've made it an action script but then that would require making an origin, then everytime the button is pressed, the origin will be located at your position. Am I correct about this? Because on an action script you can't make an animation occur at the member's location. I'm really lazy so I made it a content script so I could make the animation appear at the party's location. I set it in the [] button script. Maybe I'm wrong though, I'll try both, yours and DW's suggestions and see the results. Thanks guys. ;D
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Deleted
Deleted Member
Posts: 0
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Delay
Feb 12, 2005 18:22:46 GMT -5
Post by Deleted on Feb 12, 2005 18:22:46 GMT -5
Your party attacking script should definitely be an action script. Gl
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