SRL Archive - Help and Support

[HELP] Detecting Airut chestbeat animation


TomTuff

2014-10-17 06:01:56

So I'm thinking of making an Airut slayer (3-4m/hr), but one of my only concerns is detecting their chest beating animation. For those that haven't slain these, they beat their chest before doing a special attack which hits like a truck and must be interrupted by Flurry.

Here are some pictures of Airut in the chestbeat animation(Forgive the Smart drawings)

I tried detecting it via pixelshift but I couldn't do it. If someone else thinks they can, let me know.

Other ideas to detect the animation include Open GL hooking (Might farfetched) or one of those crazy plugins people have developed

Any help or ideas are appreciated!

Kevin

2014-10-17 10:02:20

Does the overall size of his box increase as he spreads his arms out for the chest beating? Or can you make a small gif at least of fight leading up to chest beat?

Turpinator

2014-10-17 11:33:47

If you kill them fast enough, you shouldnt need flurry. :D

Or you could do it in legacy and tank the hits like the cool kids do.

TomTuff

2014-10-17 13:05:39

From: Kevin
Does the overall size of his box increase as he spreads his arms out for the chest beating? Or can you make a small gif at least of fight leading up to chest beat?


The animation doesn't change the size of his box. Good idea though.

Here's a video that shows the animation:

http://youtu.be/5nx7Jyihm9o?t=9m19s

If you're on mobile, skip to 9:19.

From: Turpinator
If you kill them fast enough, you shouldnt need flurry. :D

Or you could do it in legacy and tank the hits like the cool kids do.


I was considering this. However, sometimes they do it right away, which can really screw you over. And if that happens on 2-3 mobs in a row you'll end up having to leave early!

slushpuppy

2014-10-26 01:45:06

what about monitoring pixelshift for the upperbody only?

Clarity

2014-10-26 02:49:24

Use the inside of the mouth color.

They seem to have their mouth closed up until they do the chestbeat, opening it slightly when spitting out projectiles, but not in aerial view. When they chestbeat, they open their mouth and howl upwards (so the inside of the mouth appears significantly in aerial view), which adds a distinctive purplish/red color to the aqua searchBox you have outlined. I'd suggest using the presence of that color to decide whether chestbeat is occurring. The length of the resulting TPA will of course differ based on camera angle, but if it's not visible during the rest of the fight, any level of mouth color presence suggests chestbeat is happening. To be safe you could do something like
if (length(TPA) > 1/2/3/4) then isChestBeating := true;
in case 1 or 2 pixels of the mouth are actually visible as it spits out projectiles.

Colors marked here in bright green:



The one drawback of this method is that damage indicators could block the mouth, as seen almost happening in your last picture, although I think this would break a color search less than pixelshift.

I watched the kills on the video and it looks like they only open their mouths upwards during this chestbeat, as well as dying. But I assume you'd have some other check for when they are dead.