I just was making me map and then I killed some stuff and naturally they blew up. It got me thinking is it possible to play animations such as death animations in reverse???
i have attempted this in data but it really buggy and is really time consuming the buggy version i have for a 2 second animation playing backwards is 32 events to play it back wards
Actually it is very possible. Use triggers to spawn each frame of the animation. It is never going to be as smooth as the original, but hey! At least you've got something.
Note that the above solution is off the top of my head. I assumed from the above posts that there is not a function or action that actually allows you to play the animation backwards legitimately.
someone has done a trigger version but lag and looks the same as mine because i believe with mine it lets say it plays part 1.5 - 1.6 then it plays 1.4 - 1.5 because i tell it to wait then set time to 1.5 then tell it to wait .1 so it will play .1 after 1.5 so if i can pause it will look different i dont know about better tho
Actually, I doubt using a trigger here produces any significant lag, and its probably not worth the effort to create this stuff using tons and tons of actor events.
On the other hand, actor timers do seem to have a lower time limit (at least you can enter values like 0.001; however I am not sure, most likely they will just be replaced by 0.0625 internally); if this is functional, a pure data solution could run more smoothly (but take eve more events to do so).
I just was making me map and then I killed some stuff and naturally they blew up. It got me thinking is it possible to play animations such as death animations in reverse???
The Search could help you with this.
i have attempted this in data but it really buggy and is really time consuming
the buggy version i have for a 2 second animation playing backwards is 32 events to play it back wards
So no.
it works, to test what i did when a zealot is attacked it plays the attack animation backwards heres the map
@TheTAZsc: Go
Actually it is very possible. Use triggers to spawn each frame of the animation. It is never going to be as smooth as the original, but hey! At least you've got something.
Note that the above solution is off the top of my head. I assumed from the above posts that there is not a function or action that actually allows you to play the animation backwards legitimately.
Great to be back and part of the community again!
someone has done a trigger version but lag and looks the same as mine because i believe with mine it lets say it plays part 1.5 - 1.6 then it plays 1.4 - 1.5 because i tell it to wait then set time to 1.5 then tell it to wait .1 so it will play .1 after 1.5 so if i can pause it will look different i dont know about better tho
Actually, I doubt using a trigger here produces any significant lag, and its probably not worth the effort to create this stuff using tons and tons of actor events.
On the other hand, actor timers do seem to have a lower time limit (at least you can enter values like 0.001; however I am not sure, most likely they will just be replaced by 0.0625 internally); if this is functional, a pure data solution could run more smoothly (but take eve more events to do so).
correct like i said mine has 32 events to play backwards a 2 second animation, playing every .1 second