#BB slowdown timing
1 messages · Page 1 of 1 (latest)
playerweaponvo, l46:
uv0.Battle.BattleCameraUtil.GetInstance():FocusCharacter(slot1, uv1.CAST_CAM_ZOOM_IN_DURATION)
uv0.Battle.BattleCameraUtil.GetInstance():ZoomCamara(nil, uv1.CAST_CAM_ZOOM_SIZE, uv1.CAST_CAM_ZOOM_IN_DURATION, true)
uv0.Battle.BattleCameraUtil.GetInstance():BulletTime(uv1.SPEED_FACTOR_FOCUS_CHARACTER, uv1.FOCUS_MAP_RATE, slot1) --This changes the speed for everything
slot0._focus = true
if slot0._focusTimer then
pg.TimeMgr.GetInstance():RemoveBattleTimer(slot0._focusTimer)
end
slot0._focusTimer = pg.TimeMgr.GetInstance():AddBattleTimer("", -1, uv1.CAST_CAM_ZOOM_IN_DURATION, function () --0.1s
pg.TimeMgr.GetInstance():RemoveBattleTimer(uv0._focusTimer)
uv0._focusTimer = nil
uv1() --I assume this is chargeweapon.ResetFocus
end, true)
end```
chargeweaponvo:
```function slot4.ResetFocus(slot0)
if slot0._focus then
slot1 = uv0.Battle.BattleCameraUtil.GetInstance()
slot1:FocusCharacter(nil, uv1.CAST_CAM_ZOOM_OUT_DURATION_CANNON, uv1.CAST_CAM_ZOOM_OUT_EXTRA_DELAY_CANNON)
slot1:ZoomCamara(uv1.CAST_CAM_ZOOM_SIZE, uv1.CAST_CAM_OVERLOOK_SIZE, uv1.CAST_CAM_ZOOM_OUT_DURATION_CANNON)
LeanTween.delayedCall(go(slot1:GetCamera()), uv1.CAST_CAM_ZOOM_OUT_DURATION_CANNON + uv1.CAST_CAM_ZOOM_OUT_EXTRA_DELAY_CANNON, System.Action(function () --0.1, 0.04
uv0._focus = false
uv1:BulletTime(uv2.SPEED_FACTOR_FOCUS_CHARACTER, nil)
uv1:ZoomCamara(nil, , uv2.CAST_CAM_OVERLOOK_REVERT_DURATION)
end))
end
end```
I don't really understand where the other 0.6s could sneak in
skeleton animation
BB guns have action_index,
for example champ gun: "91000": {
"action_index": "attack_main"
Sure, but what part of this does it delay?
Since after the first BulletTime there is just a timer put to trigger the ResetFocus function no?
the gun tries to fire 0.1s after beginning, that's a hardcoded time. After that 0.1s, the weapon's Fire() is called, which sends an event for the character to begin animation and then DoAttack
--I assume this is chargeweapon.ResetFocus
you assumed wrong
Yeah but Fire is called before PlayFocus
Well what is it then, it's the only thing that seemed to make sense
but idk because attack_main isn't a character action 
It is
where?
I'm not sure why it isn't in action names or loop
But it can be extracted from the assets
At least from main fleet assets
no
or wdym
i think i only have old skeletons, and then i output this map of frames to how many skeletons trigger on that frame
{
'5': 17,
'6': 165,
'7': 7,
'8': 1,
'9': 1,
'10': 2,
'14': 2,
'15': 5,
'16': 11,
'17': 6,
'18': 1,
'19': 2,
'20': 5,
'21': 1,
'22': 1,
'30': 1,
None: 1654
}
Well since you got that info so quickly. I only have some chinese thing that gets me the timers when I feed it with an asset folder and it only does attack, attack_main and attack_left
and all green names are german, not chinese
So logic would be sth like battlestate(facade).calcUpdate -> manualweaponthingy.Update -> fleetVO.QuickTagChrageWeapon -> fireChargeWeapon -> PlayerWeaponVO.PlayFocus(starts to slow, 0.1s delay) -> PointHitWeaponUnit.DispatchBlink -> PlayerCharacter.onCastBlink -> Character.AddFX -> Fire???
I mean tbh the language doesn't matter much as it's compiled code so I can't change anything about it
So anyway if you get your hands on a script that you're willing to share and that can give you anim times for action index "skill_left" or whatever it was exactly again, let me know
upon viewing a video frame by frame, it appears that the spine skel animates in real time, not slowed by bullet time
what does skill_left do?
I can't find the file rn, but I think it was used by Heinrich's Hunch Punch?
Hmm maybe that's what that Animation timer function with time scale (1/0.1) did?
Does only heinrich's skeletons has skill_left
Not sure but could be, at least I think that was the only akill using it
But as I said I can't find the file so not 100% that it was "skill_left" exactly
only shenyuanboss4.skel has skill_left from my skel collection, maybe i don't have heinrich
Ok thx anyway
Does the last step seem plausible to you? Fire should be handed to AddFX as slot4
i don't see skill_left in lua
after AddFX it goes to effectmgr something and then InitParticleSystemCB and idk
but Fire should be called somewhere there
Hmm idk I tried to find it again, but all I can find as player actions are none, attack and attack_main now oh well
Hmm but as it's played in real time we're still 0.4s short of 3s right?
Though the path from Fire to Overheat isn't 100% clear to me yet either
0.1 zoom in + 0.05something something + 0.02 attack_main + 0.14 zoom out makes 0.3something
What is the 0.05?
Hmmm
I hate it
But ingame footage shows it happens before the anim?
Or rather that much time passes before the anim
That is only applicable to BB guns or to airstrikes as well?
@echo pasture What is
supposed to mean, yes? no? dunno?
I mean the 0.5s delay specifically
idk and I don't want to bother checking, you can try to find some pvp YouTube video that watches the ally main fleet and count frames
@echo pasture Can you find the "jineng" animation on anyone?