Currently, almost all databases have assets with variations (dagger.01, dagger.02, etc) and some of them have the weapon/spell impact on different times, lets say we have two animations under dagger, 01 and 02, first one is a stab, second one is a slash, 01 will be shorter and end earlier, while 02 will be longer. Now we have a big difference for them, if I want to make a effect that happens exactly at the time that the weapon strikes, how should I do that? Currently there is no way.
This is a good example, as the halberd from JB2A have this behavior of having different impact times for the variations:
A elegant solution would be to provide asset makers with a _hitTimestamp value for the database. such as:
Basically a array that contains arrays of timestamps, just in case the asset has more than 1 impact in the animation.
This is a somewhat big limitation since we cannot make effects that are exact.
As the author of OIF, I cannot implement many features because of this limitation, thanks in advance, hope you add it :D
Currently, almost all databases have assets with variations (
dagger.01
,dagger.02
, etc) and some of them have the weapon/spell impact on different times, lets say we have two animations underdagger
,01
and02
, first one is a stab, second one is a slash,01
will be shorter and end earlier, while02
will be longer. Now we have a big difference for them, if I want to make a effect that happens exactly at the time that the weapon strikes, how should I do that? Currently there is no way.This is a good example, as the halberd from JB2A have this behavior of having different impact times for the variations: A elegant solution would be to provide asset makers with a
_hitTimestamp
value for the database. such as:Basically a array that contains arrays of timestamps, just in case the asset has more than 1 impact in the animation.
This is a somewhat big limitation since we cannot make effects that are exact. As the author of OIF, I cannot implement many features because of this limitation, thanks in advance, hope you add it :D