Re: Swing on the run
Posted: Mon Aug 15, 2011 7:46 pm
any idea when we can expect changed in regards to this and a decision on the mater?
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Kaivan wrote:When I say that a swing is being held, I mean that the swing will not attempt to hit your opponent until they are in range, not that the swing will attempt to hit them no matter how far away they are.Ulfrigg wrote:Kaivan wrote: It should be noted that while you can run and swing right now, the error is also causing player swings to be held as well, which is not supposed to happen (this is not a disputed mechanic between sources).
Its not being held, just tried it out with a heavy xbow.
This is because archery functions entirely differently than melee weapons. Archery weapons do not hold their shots if their opponent is out of range when the shot attempted to fire, and this is working as intended.Ulfrigg wrote:Kaivan wrote:When I say that a swing is being held, I mean that the swing will not attempt to hit your opponent until they are in range, not that the swing will attempt to hit them no matter how far away they are.Ulfrigg wrote:Kaivan wrote: It should be noted that while you can run and swing right now, the error is also causing player swings to be held as well, which is not supposed to happen (this is not a disputed mechanic between sources).
Its not being held, just tried it out with a heavy xbow.
I totally understood what you meant and tried it with a crossbow bye shooting then waiting for second shot to almost take place, run out of range hold a sec then go back into range and it will wait for the 3rd cycle. It wont shoot since the shot is already gone when i was out of range
If we are talking about the last two days, the swing is being held, and swings are occurring while moving. If we're talking about before this issue, swings have been operating as expected.Pied Piper wrote:I have noticed it does not hold my swings on a dexxer when chasing down ppl.
Could it have been lag then? I was pinging a lill over 100 when it happened. Usually I ping around mid 60's.Kaivan wrote:If we are talking about the last two days, the swing is being held, and swings are occurring while moving. If we're talking about before this issue, swings have been operating as expected.Pied Piper wrote:I have noticed it does not hold my swings on a dexxer when chasing down ppl.
With that ping you should be fine mine is 160 average, hops is almost more important how many hops you got?Pied Piper wrote:Could it have been lag then? I was pinging a lill over 100 when it happened. Usually I ping around mid 60's.Kaivan wrote:If we are talking about the last two days, the swing is being held, and swings are occurring while moving. If we're talking about before this issue, swings have been operating as expected.Pied Piper wrote:I have noticed it does not hold my swings on a dexxer when chasing down ppl.
Yes, it was since the changes. It was yesterday.
Due to the way the combat code functions it would be physically impossible to sync an explosion/ebolt/hally combo if a hally could not be cycled.MatronDeWinter wrote:If swing on the run was questionable to say the least. Does that mean that 2.5 second halberd cycling will be looked at? You know, because it does not work in the demo, nor is there a patch covering it, nor is there proper documentation of it, nor did it work in UO, nor does it work on current UO?
I would like to see the proof that halberds could be cycled the way they are here.
I sure don't remember playing hallytag in t2a. I would certainly be interested in seeing where you came up with this idea.Faust wrote:Due to the way the combat code functions it would be physically impossible to sync an explosion/ebolt/hally combo if a hally could not be cycled.MatronDeWinter wrote:If swing on the run was questionable to say the least. Does that mean that 2.5 second halberd cycling will be looked at? You know, because it does not work in the demo, nor is there a patch covering it, nor is there proper documentation of it, nor did it work in UO, nor does it work on current UO?
I would like to see the proof that halberds could be cycled the way they are here.
We know this was never the case during the era and it was quite obvious during the last revision for swing mechanics here.
WHat is hops? Packets? (new age redneck hereUlfrigg wrote:With that ping you should be fine mine is 160 average, hops is almost more important how many hops you got?Pied Piper wrote:Could it have been lag then? I was pinging a lill over 100 when it happened. Usually I ping around mid 60's.Kaivan wrote:If we are talking about the last two days, the swing is being held, and swings are occurring while moving. If we're talking about before this issue, swings have been operating as expected.Pied Piper wrote:I have noticed it does not hold my swings on a dexxer when chasing down ppl.
Yes, it was since the changes. It was yesterday.
Edited my post with clarification.MatronDeWinter wrote:I sure don't remember playing hallytag in t2a. I would certainly be interested in seeing where you came up with this idea.Faust wrote:Due to the way the combat code functions it would be physically impossible to sync an explosion/ebolt/hally combo if a hally could not be cycled.MatronDeWinter wrote:If swing on the run was questionable to say the least. Does that mean that 2.5 second halberd cycling will be looked at? You know, because it does not work in the demo, nor is there a patch covering it, nor is there proper documentation of it, nor did it work in UO, nor does it work on current UO?
I would like to see the proof that halberds could be cycled the way they are here.
We know this was never the case during the era and it was quite obvious during the last revision for swing mechanics here.
I dunno. How do I check it?Ulfrigg wrote:servers you go to untill you get to the host