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chained attack delay

 
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RPGfreak




Joined: 02 Sep 2005
Posts: 4

PostPosted: Sun Sep 11, 2005 11:05 pm    Post subject: chained attack delay Reply with quote

i made this nifty little attack for one of my characters, but it involves 9 frames. so i chained 3 attacks together and only had the last one do the damage. the only thing is, it looks pretty cool but there is this dumb delay between each attack. so it shows 3 frames, waits a split second with no attack picture, shows the next 3, waits, etc. so, its pretty jumpy looking and if it wasnt like that it would run smoothly and look awesome. there are no delay ticks inbetween the attacks. does anyone know if theres a way to eliminate this blank spot between attacks?
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Mike Caron
Technomancer




Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Mon Sep 12, 2005 6:09 am    Post subject: Reply with quote

Sorry, nope. Game.exe needs a frame to think about what happens next, so there's the slight delay.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Tue Sep 13, 2005 2:23 am    Post subject: Reply with quote

I would like to eliminate the delay (or make it optional - some animations maye depend on it) if I knew where to strike.
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Mike Caron
Technomancer




Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Tue Sep 13, 2005 8:44 am    Post subject: Reply with quote

Maybe if the code that prepares the next attack is called in the last frame of the previous attack, instead of the next blank frame...?
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