Action sequence problem

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Carmifele

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Hi everyone.
i'm trying to make an action sequence for a sneakstrike. what i'd want my actor to do is
1)move behind an enemy
2)slash him-animation plays on the taget
3)enemy takes damage
4)actor comes back
so here's what i tried:


Screenshot (19).png
but,what happens is....this: apparently,this is wrong...why?
i think that i might have put it in the wrog "part" of the sequence (ya know,set-up,whole,target...) but i don't think that that would explain why the movements are so quick and the animations play twice at the center
Full sheet of the skill,just in case:Screenshot (20).png
 

TSR

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Hello!
  1. You have no waiting time in your sequence and that's why it's playing so fast.
  2. You're using an animation set for the screen (so it will always play at the center)
  3. Since you're using an animation that is meant to hit the whole party, than it is automaticaly call in the <whole action> sequence, and a second time by your <target action> sequence.
Here's what you could do:

First, write the sequence more like this:
Code:
<target action>
   motion walk: user
   move user: target, back center, 15
   wait for move
   face user: target
   action animation
   wait for animation
   action effect: target
   death break
</target action>
*You can replace wait for... by animation wait: x (frames) to tune the timing as you like.

Change the animation 'target' by going in the Animation tab of the database and change the 'position' of the animation to anything but 'Screen'. With that done, the animation should just play once (during the target action phase) and on the target.
*And just in case, if the animation keep playing twice, just add an empty <whole action> notetag.
 

Carmifele

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Big improvement after copy pasting your sequence....user does not turn around1582091576109.png
 

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TSR

The Northern Frog
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Then try:
face user: home
 

Carmifele

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Worked just fine!
 

Kes

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[CLOSED].[/CLOSED]
 
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