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AttachEffect.Delay, or, how to define how fast an animation repeats itself
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nlspeed
Grenadier


Joined: 26 Dec 2016

PostPosted: Sun May 07, 2023 6:58 pm    Post subject:  AttachEffect.Delay, or, how to define how fast an animation repeats itself Reply with quote  Mark this post and the followings unread

I was under the impression that AttachEffect.Delay would allow me to define the delay between 'final frame of the animation, animation ends, you see nothing now' and 'first frame of the animation, animation starts again, you see the animation play'.

Apparently this is not the case (I have no clue what AttachEffect.Delay is supposed to do then, by the way).

Does any mechanism exist to achieve what I describe in the first paragraph?

I want to attach an animation that does damage over time to a unit, but I want to be able to specify the interval (e.g. 30 damage every 1.5 seconds). I >guess< I could add as many empty frames as needed to get to 1.5 seconds to the animation (EDIT: No, the damage apparently is applied every frame, not every time the animation plays), but I am also just curious as to what AttachEffect.Delay is supposed to do, and if I have discovered another bug in Ares?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon May 08, 2023 8:27 am    Post subject: Reply with quote  Mark this post and the followings unread

AttachEffect.Delay is used to add a delay to when the entire AttachEffect can be applied again & not a delay between when the anim loops.

So if a unit gets attacked with a AttachEffect weapon & then the effect wears off, there will be a delay before the weapon will effect the unit again.

You can control the speed of an anim by using the Rate= tag on the anim's Art.ini entry.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon May 08, 2023 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would have thought using Next= with a slow anim with a known rate is the ideal way to add a delay between loops.

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nlspeed
Grenadier


Joined: 26 Dec 2016

PostPosted: Mon May 08, 2023 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
AttachEffect.Delay is used to add a delay to when the entire AttachEffect can be applied again & not a delay between when the anim loops.

So if a unit gets attacked with a AttachEffect weapon & then the effect wears off, there will be a delay before the weapon will effect the unit again.

You can control the speed of an anim by using the Rate= tag on the anim's Art.ini entry.

Ah, thank you!

Using Rate= would prevent you from using an actual animation though, as it wouldn't play fluidly. And for some reason, putting the intended animation on the AnimList of the damage-dealing animation's warhead doesn't seem to work. Would you have a solution for that, too?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon May 08, 2023 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use Damage.Delay= on the anim to set how many frames between when the damage is applied.

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nlspeed
Grenadier


Joined: 26 Dec 2016

PostPosted: Mon May 08, 2023 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Use Damage.Delay= on the anim to set how many frames between when the damage is applied.

That is exactly what I was looking for, somehow I never knew that existed - thank you very much! Smile

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