Thx for the confirmation. I appreciate the help.
as for the fine tuning, the different units is not so much a problem..the game plays at 20 fps and all animations are even numbers of frames, so a 20 frame animation takes 1 second to play in game. So, for a given animation, it is easy to determine the appropriate delay.
My problem is that fs_swordsman for example, has 6 different attack animations that all have a different number of frames associated with them. So the speed with which the unit attacks is variable depending on which animations the unit uses and how the game selects which one to use..
e.g. say fs_swordsman has the following animation times in frames for the attack animations. 20,22,24,26,28, and 30.
If it randomly selects an attack animation for each attack, then we can say the average animation time for an attack is 25 frames and asjust the delay accordingly. However, we have no idea if it actually *is* random. Center attacks may be more common than high or low ones.
Futhermore, what if the enemy the soldier is fighting is only 3.5 feet tall and has hairy feet? Does he still choose randomly from the same 6 animations? or are some animations not used because they are "high" attacks?
So then if 28 and 30 are the high attack animations that get eliminated when fightin the wee folk, the average animation time suddenly dropped from 25 to 23 making the unit attack faster when fighting smaller opponents. The same question is raised regarding larger than normal enemies.
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