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Swing swinging at record of the fight + source - Printable Version +- SphereCommunity (https://forum.spherecommunity.net) +-- Forum: Sphere 0.56d (/Forum-Sphere-0-56d) +--- Forum: General Help (/Forum-General-Help) +--- Thread: Swing swinging at record of the fight + source (/Thread-Swing-swinging-at-record-of-the-fight-source) Pages: 1 2 |
RE: Swing swinging at record of the fight + source - Khaos - 02-18-2016 12:17 PM It needs to be an option in the hard code as I stated to Coruja. I know what you mean. I do remember there being a delay in the past before the first swing on EA. I am just sort of swamped with my own server to even look into the source right now to fix it or add in optional post hit delays. RE: Swing swinging at record of the fight + source - Mad Gunther - 02-19-2016 11:28 AM (02-18-2016 12:17 PM)Khaos Wrote: It needs to be an option in the hard code as I stated to Coruja. I know what you mean. I do remember there being a delay in the past before the first swing on EA. I am just sort of swamped with my own server to even look into the source right now to fix it or add in optional post hit delays. If he agree that would be awesome. ![]() RE: Swing swinging at record of the fight + source - Khaos - 02-19-2016 11:37 AM Unf. I wish I had time. I would do it myself. If someone doesn't get around to it, I might check it out and see what I can do. There are a few other things I am considering as well. RE: Swing swinging at record of the fight + source - Mad Gunther - 02-21-2016 03:13 AM (02-19-2016 11:37 AM)Khaos Wrote: Unf. I wish I had time. I would do it myself. If someone doesn't get around to it, I might check it out and see what I can do. There are a few other things I am considering as well. Ok if you through it and need some info,help or whatever let me know and just knock yourself out, greetings. RE: Swing swinging at record of the fight + source - Khaos - 02-21-2016 09:12 AM (02-21-2016 03:13 AM)Mad Gunther Wrote:(02-19-2016 11:37 AM)Khaos Wrote: Unf. I wish I had time. I would do it myself. If someone doesn't get around to it, I might check it out and see what I can do. There are a few other things I am considering as well. OKay RE: Swing swinging at record of the fight + source - Khaos - 02-21-2016 12:00 PM Just an IDEA. Not tested and probably should reference ATTACKER lists instead, but this was quickly done to give you an idea of how to simulate what you want in game. Code: // Add to player Really this could be handled in this manner or a memory object or attacker list with more detail. But it can be done. RE: Swing swinging at record of the fight + source - XuN - 02-23-2016 05:56 AM I might not get the whole concept here, the thread is full of large posts ![]() local.AnimDelay sets a delay telling sphere how much time wait to start the animation, setting it to 1 (not 10) will emulate the old behaviour (it was doing SetTimeout(), hence firing in the next tick, NOT at the next second). You can add different ARGN1 values for new and old enemies by using something like this: Code: ON=@CombatAdd //called when a combat starts (memories are added, and so) with someone. About strike back you can try something like this: Code: ON=@Attack RE: Swing swinging at record of the fight + source - Mad Gunther - 02-27-2016 03:07 AM Thanks for the answers guys. i have this end of weekend some time to spare so i´m gonna give a try, both are really helpful i think that working on this with a couple tweaks are gonna work like i want. I´ll post the script if it works asap, greetings. RE: Swing swinging at record of the fight + source - Mad Gunther - 03-17-2016 11:45 AM Hello again and sorry for being too slowly to answer hehe. I have been able to finally match the system to my 51a purposes ^^. The issue got complicated since the pre delay is fire in 4 differents situations and not just in one like i thought at first. I have been spending more time this weeks testing with 51a than rather scripting in 0.56c to make damn sure it works 100%. This system only should work for characters, npc´s should not use it if you want to replicate the old era. Some info. Spoiler (Click to View) The script: Code: [events e_51a_combat] local.animdelay and argn1 values are at your own since every 51a server is different even using this pre-delay system because these values. I have checked the script ingame and it works very good for me. I don´t know if using <serv.time> many times like these can bring trouble, that is the clearest way for me to achieve it. I´m building my server for just a few friends so it doesn´t scare too much the hell out of me right now. Any feedback, revision or idea just let me know, the goal is to run it without bugs. Thanks again to Khaos,XuN and Coruja. Their help has been very helpful, with these guys is really hard to give up. |