Talk:FPowerAttackDelay

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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)
Taking a look at the hand-to-hand power attack animations.
animation hit end
first power attack 0.6333 1.4667
second power attack left 0.5333 1.0000
second power attack right 0.5333 1.1000
third power attack 0.4667 1.1667
fourth power attack 0.7667 1.6000
You can find this information in the NiTextKeyExtraData block, just open an animation in NifSkope, expand the NiControllerSequence, scroll all the way down an select the NiTextKeyExtraData block. In the Block Details window you can expand the Text Keys array to see the different text keys. The Hit keys indicate when the damage is done and the end key indicates the end of the animation.
--Qazaaq 11:26, 30 July 2009 (EDT)
Hmm. I'm going to have to add the ability to look that stuff up in NifScript, I think. On the agenda for the version after v1.0, then.
When I get there, Qazaaq, do you think you could help me with it? I know a little about models, but nothing about animations, I've never even looked at one in NifSkope.
Dragoon Wraith TALK 12:04, 30 July 2009 (EDT)
Absolutely! When I get around learning C++ (I'm going write a Window Manager for Ubuntu the next few months.) I may even be able to write the code myself. Considering your schedule that may even be on time for v1.0. :D
--Qazaaq 17:01, 30 July 2009 (EDT)