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There is a lot of locomotion / state machine that we need to synchronize / derive from NPC states. It may not be worth it to try to synchronize them perfectly (e.g. the keyframe inside the walk animation that we are currently), but we should at least start and stop animations accordingly.
This can be done as simple as: When the NPC moves forward, play the walking animation. That way, we can derive it without requiring actual packets.
For things such as swimming and ladders, additional packets may be required. Jumping is already stubbed via the PlayerActionTracker, just implemented falsely, as it listens to key-presses instead of the actual jumping.
The text was updated successfully, but these errors were encountered:
There is a lot of locomotion / state machine that we need to synchronize / derive from NPC states. It may not be worth it to try to synchronize them perfectly (e.g. the keyframe inside the walk animation that we are currently), but we should at least start and stop animations accordingly.
This can be done as simple as: When the NPC moves forward, play the walking animation. That way, we can derive it without requiring actual packets.
For things such as swimming and ladders, additional packets may be required. Jumping is already stubbed via the PlayerActionTracker, just implemented falsely, as it listens to key-presses instead of the actual jumping.
The text was updated successfully, but these errors were encountered: