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Walkers

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Date Editor Before After
6/18/2017 5:41:34 AMPTrankraaar before revert after revert
Before After
1 I've complained about this before. It's one of the obvious flaws in terms of animations ZK and other spring games have. 1 I've complained about this before. It's one of the obvious flaws in terms of animations ZK and other spring games have.
2 \n 2 \n
3 The walk scripts should not only more accurately reflect the units' movement speeds, but it should also be flexible to change according to the each unit's speed %, doing this can be easier than it seems: 3 The walk scripts should not only more accurately reflect the units' movement speeds, but they should also be flexible to change according to the each unit's speed %. Doing this can be easier than it seems:
4 \n 4 \n
5 replace 5 replace
6 \n 6 \n
7 if (moving) { 7 if (moving) {
8 [ turn pieces to pose1 with speeds x,y,z] 8 [ turn pieces to pose1 with speeds x,y,z]
9 wait-for-turn 9 wait-for-turn
10 [ turn pieces to pose2 with speeds x,y,z] 10 [ turn pieces to pose2 with speeds x,y,z]
11 wait-for-turn 11 wait-for-turn
12 .. 12 ..
13 } 13 }
14 \n 14 \n
15 \n 15 \n
16 with 16 with
17 \n 17 \n
18 if (moving) { 18 if (moving) {
19 [ turn pieces to pose1 with speeds x,y,z * speedup_factor] 19 [ turn pieces to pose1 with speeds x,y,z * speedup_factor]
20 wait-for-turn 20 wait-for-turn
21 [ turn pieces to pose2 with speeds x,y,z * speedup_factor] 21 [ turn pieces to pose2 with speeds x,y,z * speedup_factor]
22 wait-for-turn 22 wait-for-turn
23 .. 23 ..
24 } 24 }
25 \n 25 \n
26 \n 26 \n
27 \n 27 \n
28 and have speedup_factor recalculated a few times per second. 28 and have speedup_factor recalculated a few times per second.