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OXCE Suggestions DONE / [DONE] Custom hit/melee animation frame count
« on: December 26, 2020, 03:17:53 pm »
EDIT: new ruleset described below: https://openxcom.org/forum/index.php/topic,8944.msg135061.html#msg135061
According to the documentation, melee weapons should use meleeAnimation stored in HIT.PCK, instead of hitAnimation stored in SMOKE.PCK.
1. - does it mean that the stun rod anim has been moved to HIT.PCK? Because AFAIK the stun hit anim is inside SMOKE.PCK; the default HIT.PCK should only hold the default melee hit (https://www.ufopaedia.org/index.php/HIT.PCK).
2. - is the maximum number of frames supported for HIT.PCK animations = 4? The anim below is 8 frames, but it seems not fully rendered ingame.
2.1 - the stun rod animation has 9 frames, so IF it has been moved to HIT.PCK, does it mean that not all the frames are rendered?
3. - what about the max frames for animations in SMOKE.PCK? The default smoke animation is 12 frames, so all my custom animations use 12 frames.. but I'm suspecting that the limit is actually 10...
According to the documentation, melee weapons should use meleeAnimation stored in HIT.PCK, instead of hitAnimation stored in SMOKE.PCK.
1. - does it mean that the stun rod anim has been moved to HIT.PCK? Because AFAIK the stun hit anim is inside SMOKE.PCK; the default HIT.PCK should only hold the default melee hit (https://www.ufopaedia.org/index.php/HIT.PCK).
2. - is the maximum number of frames supported for HIT.PCK animations = 4? The anim below is 8 frames, but it seems not fully rendered ingame.
2.1 - the stun rod animation has 9 frames, so IF it has been moved to HIT.PCK, does it mean that not all the frames are rendered?
3. - what about the max frames for animations in SMOKE.PCK? The default smoke animation is 12 frames, so all my custom animations use 12 frames.. but I'm suspecting that the limit is actually 10...