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- Aug 23, 2015
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- #1
There are some edge cases where you can't reliably use animation IDs to determine what your character is doing.
A common issue is when interaction id goes back to -1 for a short time between the real animation, but this can be (mostly, if not always) solved with delays that use a second case to reset the delay timer.
A much rarer issue is when an animation isn't shown because of another that takes precedence. For example, if you interact with an object while being attacked, the animation that plays when your player gets attacked is the one that gets shown. The animation precedence also takes place regularly when game-tick manipulation is happening. It is demonstrated daily in B0aty's streams when he uses a pestle and mortar to animation cancel while mining or hunting.
To clarify the suggestion, there is currently an Actor.getTarget() which can determine when an actor is interacting with another NPC, such as a quest NPC or fishing spot. I am suggesting something similar that will determine the object that the local player is interacting with.
A common issue is when interaction id goes back to -1 for a short time between the real animation, but this can be (mostly, if not always) solved with delays that use a second case to reset the delay timer.
A much rarer issue is when an animation isn't shown because of another that takes precedence. For example, if you interact with an object while being attacked, the animation that plays when your player gets attacked is the one that gets shown. The animation precedence also takes place regularly when game-tick manipulation is happening. It is demonstrated daily in B0aty's streams when he uses a pestle and mortar to animation cancel while mining or hunting.
To clarify the suggestion, there is currently an Actor.getTarget() which can determine when an actor is interacting with another NPC, such as a quest NPC or fishing spot. I am suggesting something similar that will determine the object that the local player is interacting with.