(02-17-2016 03:12 PM)Khaos Wrote: 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.
Thanks for response khaos, now you know what i mean hehe.I tried what you said but it didn´t worked. i have tried things like that without success. I think it is what i´m going to do, rescript everything under calling fulltriggers, but memories are gonna be funny to script linking them with combat flags lol, well i´ll see if following that way i reach the prize.
The reason i tried to do in source is because i think it could lightweight fight of more memories and make them goes very smooth like the old days(wich is not a scientific fact). Same for trying to run a 51a replica with clients that doesn´t belong to reinassance or t2a era, im really sceptic about that but everyone has their opinion and taste, so i. Greetings!
(02-18-2016 02:06 AM)Coruja Wrote: honestly I think that "pre-swing-delay" is a bug instead feature. Probably it happens on 51a because old codes are somewhat weird, where the client send the attack request to server, the server receive this request, but will only start the action on next server tick after ~1s (which is not correct, because the server must start the action immediately instead wait for the next tick)
the current internal code (even using legacy formulas) is much more accurate, reliable, optimized and customizable compared to the code from 15 years ago, so copy the old behavior is like take a step backward. Instead, you can use the new code and just tweak the animation/swing delay, like this
Code:
//total swing delay is 7.4s, where the animation/damage occour in 5.0s and waiting the rest of the 2.4s
ON=@HitTry
LOCAL.AnimDelay=50
ARGN1=74
or
Code:
//animation/damage will always be the same of the total swing delay, with no waiting delay
ON=@HitTry
LOCAL.AnimDelay=<ARGN1>
etc
PS: ARGN1 will override the internal swing speed formula (CombatSpeedEra) allowing you to use a custom formula. Also if you don't set LOCAL.AnimDelay it will be 7 by default
Thanks for help Coruja. im just interesting in having local.animdelay=14 for every weapon. Then bardiche can have a total time of 7,4 wich result in 7,4-1,4= 6 seconds of waiting like you said before, battle axe can have 6 seconds of total but it results in 6-1,4=4.6 seconds of waiting. So 6 (bardiche) or 4.6 (battle axe) or whatever weapon is it, what i want is add that number plus 1 second replicating the old system while just giving the first hit that delay!. So first hit for a bardiche take 6 seconds + 1 second and the swing comes, the next ones to be released will just take 6 seconds of waiting and swing comes again.
You were right and wrong and how 51a worked. But it´s not just 1 second and 51a send to trash the 6 resting seconds from the bardiche at first hit. It takes 1 second cause the old tick behaviour + the waiting seconds of the weapon. i have just checked it out in a old full 51a server changing speeds of weapons.
This system was full of bugs and you are right 100% about this. But it was what people liked and made it famous. I think menasoft devs had something like a serendipity. they found something good without looking at it, and thanks to that serendipity some of us had some damn good times and we lived the golden era of ultima online with sphere at the top. I don´t see it like a back step, i see it like a tribute to these old times and give back what was given to me. What´s better the new or old? well everyone has his favourite color ^^. Thanks for your time and help, greetings!
PD: i was confusing swing_swinging with argn1 and that´s totally wrong now i see it clear.