Talk:FPowerAttackDelay

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Revision as of 08:54, 30 July 2009 by imported>DragoonWraith
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EDIT: The formulae seem to be pretty accurate, although they vary depending on a few factors. I'm doing more tests to confirm some numbers and if I get something new, I'll bring it up! First test shows pretty consistently that 75% of the attack time elapses before the hit registers, useful if you need advanced hit detection in your scripting. Sabar 03:22, 30 July 2009 (EDT)

Using some timing scripts I'm getting significantly more accurate values with changing the normal hit ratio from 1/2 to 2/5 and changing the power attack ratio from 3/2 to 11/9 (or 6/5 approx.). Swings from a weapon with a speed of 0.81 produce a swing delay of ~0.47 seconds, when it is predicted to be 0.6172 seconds with the current formula. A small difference, but it becomes significant over the long run when you need a script to stay in sync with rapid swinging. The power attack formula was quite close but also a bit too long, with a 6/5 or 11/9 ratio producing near exact matches to the swing time.
I've edited the page in leiu of my research. If anyone can contradict my findings and has better values, go for it! Sabar 04:07, 30 July 2009 (EDT)
I certainly don't have any contradicting evidence. Good stuff! This is very useful for a lot of things; I myself have wanted this information, but have been far too lazy to actually test all the timings. Nice.
I wonder if these numbers can be found in the animation itself, though. If so, that may change these numbers for non-standard animations.
Dragoon Wraith TALK 09:54, 30 July 2009 (EDT)