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InsideQC Forums • View topic - Weapons Frames

Weapons Frames

Discuss programming in the QuakeC language.

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Weapons Frames

Postby lukas2288 » Wed Jul 01, 2009 8:34 am

I have made 24 frame weapon animation.In game is to slow when the animation play.So i want to ask if there is some way to speed up the animation(without deleting frames)?
________
Last edited by lukas2288 on Thu Feb 03, 2011 6:18 am, edited 1 time in total.
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Postby MauveBib » Wed Jul 01, 2009 3:11 pm

self.nextthink = time + 0.05;

Add that to every animation function to double the frame rate, in theory anyway.
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Postby Urre » Wed Jul 01, 2009 4:55 pm

I think he's talking about a .weaponframe weapon, no? Also, the .nextthink trick behaves better if you use a new field in which you store time upon creating the entity, and increasing that by 0.05 every animation frame, and just setting .nextthink to that.

self.animtime = self.animtime + 0.05;
self.nextthink = self.animtime;

Resetting animation timings to world time will throw it off a tiny bit all the time, eventually resulting in minor twitches or slower/faster animation than expected. In general, this applies to pretty much all timing-related issues which are done frequently, such as movement, AI thinking, rapid fire weapons, animation... One off timers such as a flag capture timer or a trigger of some sort does fine with basing on time. In some cases it's even necessary, can't think of a good example for this, but if things in the world are meant to sync somehow, I can imagine this being a good case.
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Postby Spike » Wed Jul 01, 2009 6:41 pm

.
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Postby lukas2288 » Wed Jul 01, 2009 7:05 pm

Thanky guys i will try it tomorrow.
________
Last edited by lukas2288 on Thu Feb 03, 2011 6:19 am, edited 1 time in total.
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Postby Urre » Thu Jul 02, 2009 11:41 am

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Postby r00k » Thu Jul 02, 2009 6:02 pm

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Postby jim » Sun Jul 05, 2009 11:38 am

I remember trying to do this 0.05 nextthink, but instead it looked more like skipping frames...
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Postby Boss429 » Thu Sep 17, 2009 7:05 am

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Postby Spirit » Thu Sep 17, 2009 9:06 am

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby metlslime » Thu Sep 17, 2009 8:04 pm

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Postby Downsider » Fri Sep 18, 2009 1:15 am

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Postby Electro » Fri Sep 18, 2009 2:24 am

Benjamin Darling


Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
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Postby metlslime » Fri Sep 18, 2009 8:50 am

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Postby Downsider » Thu Sep 24, 2009 3:01 am

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