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speedscalefactor issue?
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Coruja
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Dimension Shard

Post: #11
RE: speedscalefactor issue?
so the problem is just the animation speed, not the swing speed?

in this case you can use LOCAL.AnimDelay to simulate the old animation speed which takes the full swing delay instead fixed 0.7s + waiting the remaining delay

the correct behavior is this new style, because this timer of 0.7s match all weapon animation movements, so the damage will be always taken exactly when the weapon movement hit the target, and it will keep waiting the remaining time. OSI use this style since almost 20 years ago on AOS age (2003) or maybe even earlier

on the other hand, using the old style it will adjust the animation speed to be the same as the full swing delay, it will always hit at the end of the timer, and this can cause weird animations sequence (eg: damage being taken some milliseconds before/after the weapon animation hit the target)

but anyway some ppl still like this old style, so you can change it using a few lines:
Code:
[EVENTS e_add_this_event_on_all_chars]
ON=@HitTry
LOCAL.AnimDelay=<ARGN1>
(This post was last modified: 03-17-2017 01:44 PM by Coruja.)
03-17-2017 01:41 PM
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Messages In This Thread
speedscalefactor issue? - massis87 - 03-09-2017, 06:34 PM
RE: speedscalefactor issue? - darksun84 - 03-09-2017, 09:41 PM
RE: speedscalefactor issue? - massis87 - 03-10-2017, 12:28 AM
RE: speedscalefactor issue? - rastrero - 03-10-2017, 01:28 AM
RE: speedscalefactor issue? - massis87 - 03-10-2017, 07:43 AM
RE: speedscalefactor issue? - rastrero - 03-10-2017, 11:00 PM
RE: speedscalefactor issue? - massis87 - 03-11-2017, 02:12 AM
RE: speedscalefactor issue? - massis87 - 03-11-2017, 08:20 AM
RE: speedscalefactor issue? - Coruja - 03-11-2017, 12:29 PM
RE: speedscalefactor issue? - massis87 - 03-16-2017, 10:38 PM
RE: speedscalefactor issue? - Coruja - 03-17-2017 01:41 PM
RE: speedscalefactor issue? - massis87 - 03-18-2017, 05:18 PM
RE: speedscalefactor issue? - Coruja - 03-20-2017, 10:16 AM

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