Khaos 
Master
 
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RE: Swing swinging at record of the fight + source
Okay, I am understanding you now.
Coruja, what he is saying is there is no delay at the beginning swing itself. Honestly, it might just need a flag for it in the INI. Because he is right, there was a delay in initial fight swing pre-AoS in UO:R if I remember right. Then in AoS+ it was considered a pre-swing I believe. I'd have to log into an EA account in a few days to test to be sure. An INI option for either way would be best, because as it is, it is a pre-swing, then delay. He wants a delay, then a fight swing. It should be optional either way which gets done, because video games differ in how they handle fight swings in any game.
Gunther for a quick workaround, you could do this:
Code:
on=@HitTry
argn1=7.5
return 0
or
Code:
on=@HitTry
argn1=<src.findlayer.layer_hand1.uid.speed>
return 0
Hope this helps for now. Let me know if that solves the issue any. It could be just what you need to stop that pre-swing. Honestly, you could do your whole combat speed system in @HitTry and override Sphere. I did it in my code before they did the hard code changes. I ran the entire AoS Speed system through @HitTry.
(This post was last modified: 02-17-2016 03:21 PM by Khaos.)
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02-17-2016 03:12 PM |
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The following 1 user Likes Khaos's post:1 user Likes Khaos's post
Mad Gunther (02-18-2016)
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