Difference between revisions of "Talk:Weapon"
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imported>Ronyn |
imported>Tejón |
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Also, in a script I'm using in a mod I managed to determine pretty accurately the time an attack should hit by using (2.4 - Weapon Speed) / 3. If you count the duration of the attack animation with GetSecondsPassed from the frame it starts, by the time it reaches the number generated by the formula the attack should have hit. | Also, in a script I'm using in a mod I managed to determine pretty accurately the time an attack should hit by using (2.4 - Weapon Speed) / 3. If you count the duration of the attack animation with GetSecondsPassed from the frame it starts, by the time it reaches the number generated by the formula the attack should have hit. | ||
This is good for simulating attacks with PlayGroup. --[[User:Ronyn|Ronyn]] 19:25, 30 May 2009 (EDT) | This is good for simulating attacks with PlayGroup. --[[User:Ronyn|Ronyn]] 19:25, 30 May 2009 (EDT) | ||
:My own testing seems to indicate that weapon speed is a divisor on the speed of the animation. E.g., the standard attack appears to have a default swing of about 0.5 seconds; with a 2.0 weapon this would be 0.25 seconds, with a 0.8 weapon it would be .625 seconds, etc. I haven't been extremely rigorous with this, but it's generated consistent results for me so far. --[[User:Tejón|tejón]] 01:26, 10 June 2009 (EDT) | |||
== Weapon Reach == | |||
This has been annoying to test because GetDistance is from the model's origin point, which can be nowhere near the point of collision, especially on the Z axis. The best option I could come up with was turning off Rohssan's AI so she didn't mind me smacking her upside the head repeatedly. Anyway: my impression is that the formula for reach is roughly <math>64 + (64 * WeaponReach)</math> distance units. The constant 64 might vary by actor size/model, I haven't tested that. Also, if this is accurate, unarmed strikes appear to have a reach of 0.4. --[[User:Tejón|tejón]] 01:26, 10 June 2009 (EDT) |