Cutstuff Forum
Mega Man 8-bit Deathmatch => Bugs/Suggestions => MM8BDM Discussion => Closed => Topic started by: JaxOf7 on August 03, 2016, 04:57:01 AM
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Wild Coil
Hold3:
WCOI H 1 ACS_ExecuteAlways(991,0,75)
WCOI I 1 ACS_ExecuteAlways(991,0,76)
WCOI A 1 ACS_ExecuteAlways(991,0,58)
WCOI A 0 A_JumpIfInventory("IsBot", 1, "BotFire")
WCOI H 0 A_Refire
Goto Fire2
Pharaoh Shot
Hold3:
TNT1 A 1
TNT1 A 0 A_JumpIfInventory("IsBot", 1, "Botfire")
TNT1 A 0 A_Refire
TNT1 A 0 A_JumpIfInventory("WeaponCharge",78,"Throw3")
TNT1 A 0 A_JumpIfInventory("WeaponCharge",33,"Throw2")
Goto Throw1
As you can see on Wild Coil, it has 3 tics before each A_refire check while Pharaoh Shot only has 1.
This means if you, say, released you fire button for 1 tic with wild coil (not unreasonable in high octane combat mind you), there's a chance it may not fire. (and if it does fire, there's random 1-2 tic delay on top of online latency)
Pharaoh Shot will always fire.
The controls should be tight to 1 tic like Pharaoh Shot is.
A_Refire("state") exists now, so this is easier to do than ever before.
Also here's a test file in case you want to test release timing http://allfearthesentinel.net/download?file=firereleasetime.pk3 (http://allfearthesentinel.net/download?file=firereleasetime.pk3)
If a "1" shows up and the weapon isn't firing, then you have messed up.
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Yeah..
I get what you mean.
Magma Bazooka was horrible about it during development because of its four-frame charge animation.
It was changed to use a similar thing you mentioned here.
Moved to pending.
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I think we need a better way to do the charge up animation so that all charge weapons use 1 tic for checking. Maybe something using the gun flash state? I will experiment.
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Done. Effected weapons are all the buster upgrades, Pharaoh Shot, Tengu Blade, Atomic Fire, Homing Sniper and Magma Bazooka.