After you call clif_damage on the server, display of animations and damages seems to be in the client's hands, unless I've missed something. So my question is:
With any given attack animation, how does one determine what frame of the attack should trigger the client to do a flinch animation for the target, & display the damage number? For example, if you spawn a Willow, you might notice that it deals damage around the time the animation begins, while the willow is still winding up. In contrast, if you spawn a Condor, you'll notice that damage does not happen until nearly the end of the animation.
I took a look in Act Editor to see if there were any relevant properties, but I didn't find anything. Any ideas? Thanks.
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ckx_
After you call clif_damage on the server, display of animations and damages seems to be in the client's hands, unless I've missed something. So my question is:
With any given attack animation, how does one determine what frame of the attack should trigger the client to do a flinch animation for the target, & display the damage number? For example, if you spawn a Willow, you might notice that it deals damage around the time the animation begins, while the willow is still winding up. In contrast, if you spawn a Condor, you'll notice that damage does not happen until nearly the end of the animation.
I took a look in Act Editor to see if there were any relevant properties, but I didn't find anything. Any ideas? Thanks.
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