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| Hi Neo,
| | DELETED, don't bother with that interpolation stuff (I apologize if you did). I found this bug useful in the end. It can be used for making more final resting poses than standard two, bringing more varienty into a game. But request about blue shield remains. |
| I apologize for bothering, but I have two questions.
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| '''1)''' I tried to make some trick with TRAMs, details omitted. | |
| ;Subject - When character dies during some TRAM (throw), he cannot interpolate into another TRAM if there was set non-zero end interpolation.
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| Experiment:
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| *Take ''KONCOMthrow_bk_k_tgt''. Change its duration/number of frames to 0x69 and add end interpolation 0x10.
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| :*Now '''hurt''' (not kill) somebody with this backbreaker. Victim will interpolate into his fallen position.
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| :*next, '''kill''' him. Victim will get stuck in ending frame of ''KONCOMthrow_bk_k_tgt'' as his death position, he won't interpolate into his fallen TRAM.
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| *Now remove end interpolation 0x10 (set 0x00).
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| :*'''kill''' victim now. When ''KONCOMthrow_bk_k_tgt'' animation ends, victim "jerks" into his fallen TRAM as his final resting position.
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| Is there any easy way to solve this, please? I ask because it looks like when character is dead, engine craps away its ability to interpolate. 5 seconds delay of this whould be enough. Or removing this restriction completely.
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| '''2)''' | | '''2)''' |