• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

Animation/decayTo

Xarah

Member
Joined
Apr 18, 2018
Messages
42
Reaction score
8
Hello everyone, I’m having trouble synchronizing animations. I’ve tried pretty much every option in Object Builder, but nothing works. Do you have any advice?

LUA:
<item id="27108" article="a" name="terrarium spider">
    <attribute key="decayTo" value="27109" />
    <attribute key="duration" value="5" />
    <attribute key="destroyTo" value="2253" />
</item>

<item id="27109" article="a" name="terrarium spider">
    <attribute key="decayTo" value="27110" />
    <attribute key="duration" value="5" />
    <attribute key="destroyTo" value="2253" />
</item>

<item id="27110" article="a" name="terrarium spider">
    <attribute key="decayTo" value="27108" />
    <attribute key="duration" value="5" />
    <attribute key="destroyTo" value="2253" />
</item>

ezgif.com-video-to-gif-converter.gif

1751144320332.webp
1751144339041.webp
1751144355176.webp
 
Hello everyone, I’m having trouble synchronizing animations.
I never added any item in Object Builder, but I'm 99% sure, that if you want to make synchronized animation, you got to make these 3 animation frames as frames of single item with 5 seconds duration between them. You cannot create item with decay 5 and expect it to synchronize with millisecond precision.
There are server side delays of any event (+/- XX ms) - including checkDecay - and even, if you make server side go with millisecond precision, there will be still ping jitter, that will break animation in client.
Also, when you run into area with that item (as new player), client will start animation from first millisecond. If second item - on server side - has 2 seconds of 'decay' left, it will break client side animation, that expects 5 seconds (it will replace item after 2 seconds).
 
I never added any item in Object Builder, but I'm 99% sure, that if you want to make synchronized animation, you got to make these 3 animation frames as frames of single item with 5 seconds duration between them. You cannot create item with decay 5 and expect it to synchronize with millisecond precision.
There are server side delays of any event (+/- XX ms) - including checkDecay - and even, if you make server side go with millisecond precision, there will be still ping jitter, that will break animation in client.
Also, when you run into area with that item (as new player), client will start animation from first millisecond. If second item - on server side - has 2 seconds of 'decay' left, it will break client side animation, that expects 5 seconds (it will replace item after 2 seconds).

These aren’t three separate frames but three animation groups that I want to merge into one:


  1. The graphic showing the spider exiting its hideout
  2. Moving onto the web
  3. Moving off the web and hiding back in the hideout

Right now, when the server first starts everything works correctly, but on the next animation loop everything changes, and instead of a smooth path from the hideout to the web, the spider instantly pops onto the web.
spider-ezgif.com-video-to-gif-converter.gif
 
Last edited:
These aren’t three separate frames but three animation groups that I want to merge into one:


  1. The graphic showing the spider exiting its hideout
  2. Moving onto the web
  3. Moving off the web and hiding back in the hideout

Right now, when the server first starts everything works correctly, but on the next animation loop everything changes, and instead of a smooth path from the hideout to the web, the spider instantly pops onto the web.
View attachment 93368
he's using instant transmission
head teleport GIF
 
Back
Top