oldyz
Well-known member
This week i was looking into restoring the Frankenstein battle monitors & noticed a weird and unusual thing they do:
For best results , watch them at 60FPS
after player kills Franken, the Victory animation follows, when the victory animation happens the monitors Freeze on the last 2 frames of animation they where currently using (or maybe the next 2)
As you can see - the monitors "get stuck" on a 2 frame cycle that seems to support 9 different variations or states all dependent on the Victory trigger.
either way, i have an overly complicated system of inline scripts that seem to do the job
(basically every frame has a script that goes to an "anim special" that matches the current frame - example :
Animation has 9 frames - there are 9 "anim specials" to match each situation --
What i have not figured out is how to make the "triggers scripts" themselves work as a victory animation, since players are the only entities that seem to get them
I bring this up because for a later stage i need a similar type of syncronization to happen, but this time the frame count would be in the 600+ range -
that would mean creating 600+ anim death or anim specials..
For best results , watch them at 60FPS
after player kills Franken, the Victory animation follows, when the victory animation happens the monitors Freeze on the last 2 frames of animation they where currently using (or maybe the next 2)
As you can see - the monitors "get stuck" on a 2 frame cycle that seems to support 9 different variations or states all dependent on the Victory trigger.
either way, i have an overly complicated system of inline scripts that seem to do the job
(basically every frame has a script that goes to an "anim special" that matches the current frame - example :
Animation has 9 frames - there are 9 "anim specials" to match each situation --
What i have not figured out is how to make the "triggers scripts" themselves work as a victory animation, since players are the only entities that seem to get them
I bring this up because for a later stage i need a similar type of syncronization to happen, but this time the frame count would be in the 600+ range -
that would mean creating 600+ anim death or anim specials..