Soybeen
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| Joined: 17 Feb 2010 |
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| 18 Jul 2015 05:59 PM |
For reference, the place we are dealing with has FilteringEnabled turned on. We are working on an FPS, and we are currently trying to figure out a way to animate characters in realistic ways as they sprint/strafe/ADS. We have been told that using the new-ish ROBLOX Animations can be very undesirable for FPS type games, so we're looking for alternatives.
So my question is: Which of these methods would be best applied for an FPS coded under the restriction of FE? What are the possible advantages or drawbacks of each?
- ROBLOX Animations, and using the animation editor - adopting the old process of KeyframeSequencing - pursuing further understanding of CFraming/Euler Angles
Does anyone have experience or advice they could offer? |
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booing
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| Joined: 04 May 2009 |
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| 18 Jul 2015 06:00 PM |
| Nah your animation's will lag with FE |
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Soybeen
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| 18 Jul 2015 06:01 PM |
Disabling FE is unfortunately not an option.
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| 18 Jul 2015 06:01 PM |
youtube.com/watch?v=5EsfDWIR2uc this is your answer /\ |
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Soybeen
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| 18 Jul 2015 06:02 PM |
| I don't think that's my answer |
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Soybeen
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ShungTzu
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| Joined: 14 Jun 2014 |
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| 18 Jul 2015 06:09 PM |
| What's wrong with Roblox animations with the Animation Editor? I use them on FE enabled games, and they look fine on all clients. The interface could stand to be more comfortable, but it's a lot easier that CFraming manually, and, given the scarcity of time, the results must always be better. |
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iiEssence
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| 18 Jul 2015 06:18 PM |
It's not the animation itself, it's FE that's the issue. Using FE, you would need to replicate the characters' animations to other clients. Therefore, the animations may look smooth on your screen, but not other peoples'.
Proof: http://www.roblox.com/games/24683435/Animation-Lab-2-0
I don't need a siggy |
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booing
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| Joined: 04 May 2009 |
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| 18 Jul 2015 07:05 PM |
| Exactly and exploiters can take advantage of that lag to exploit through RDAS (Rapid DLL Alloc-Start) methods. |
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| 18 Jul 2015 07:07 PM |
Are You Programming HTML To The Animation File ? Make Sure You Add The String Replicate In The First HTML Body HTML Is A Powerful Programming Language To Make Things Easier . |
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iiEssence
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| 18 Jul 2015 07:07 PM |
^ Lmfao, shut up and get out. You trolled enough yesterday lol
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rayk999
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iiEssence
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| 18 Jul 2015 07:08 PM |
Thanks bae
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rayk999
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| 18 Jul 2015 07:08 PM |
oops late post i mean, iiEssence, ur a geniuz ;D |
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| 18 Jul 2015 07:10 PM |
| Im not a Troller...HTML is definitely a Good Way to modify Animation |
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ShungTzu
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| 18 Jul 2015 07:29 PM |
"It's not the animation itself, it's FE that's the issue. Using FE, you would need to replicate the characters' animations to other clients..."
Okay, hold on, 'cause I've just recently come around to appreciate FE. Doesn't that have to happen anyway? Isn't there less net replication with it than without it? I'm seeing the same animations, on other clients, both ways, and I haven't noticed the difference. But, even if there is a difference, if there is less replication on net with FE true, then there must be less net lagg, which is what I want, in which case the trade off(less lagg for not looking as smooth), is totally worth it. |
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Tuneable
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| 18 Jul 2015 07:53 PM |
"It's not the animation itself, it's FE that's the issue. Using FE, you would need to replicate the characters' animations to other clients. Therefore, the animations may look smooth on your screen, but not other peoples'."
That would be the case if you sent the animation keyframes once every frame. An effective solution is to store all the animations available on each client, and simply send an animation id to each of the clients when said animation is invoked.
An example process would go
player invokes animation and sends animation id to server server sends animation id and player name to clients clients plays animation on player's joints
This process is difficult to implement but worthwhile in the long run. |
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iiEssence
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| 18 Jul 2015 07:58 PM |
^ I like that idea
I don't need a siggy |
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ShungTzu
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iiEssence
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| 18 Jul 2015 08:37 PM |
I would guess if you think about it. Ohterwise, parts of the animations shouldn't be cut off.
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| 18 Jul 2015 08:51 PM |
| Use the animation editor. Play animations locally or expect them to be choppy. ROBLOX animations will replicate even with FE on, though they won't be the most smooth to other clients. |
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Soybeen
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| Joined: 17 Feb 2010 |
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| 19 Jul 2015 03:44 AM |
| Thanks for the suggestions guys, we'll take your ideas to heart. |
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| 19 Jul 2015 05:15 AM |
FE allows changes on the Humanoid on the client, so just make your own animations with the animation editor and run them on the client. You should never use a server-script for handling animations.
Enjoying your stay at the Scripters Forum? Join this! http://www.roblox.com/My/Groups.aspx?gid=2582784 |
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Soybeen
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| Joined: 17 Feb 2010 |
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| 19 Jul 2015 05:26 AM |
| ^ that wasn't really my question, but ty |
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| 19 Jul 2015 05:29 AM |
I was kind-of elaborating on the comments of other people posts.
If you must know, use ROBLOX Animations, there's a reason why KeyframeSequencing has 'old' in front of it. CFraming takes a LONG time to get perfect, and you will probably spend a lot of time on each animation as you will most likely have lots of different reloading, shooting, etc animations.
ROBLOX animations also are run (I think) using C++/C, the backend of ROBLOX. This makes them slightly more efficient then on Lua.
Enjoying your stay at the Scripters Forum? Join this! http://www.roblox.com/My/Groups.aspx?gid=2582784 |
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