Ammo slot delay is not factored in to ranged attack "aiming" period
I have:
- [x] searched existing issues (http://github.com/darkstarproject/darkstar/issues/) to see if the issue I am posting has already been addressed or opened by another contributor
- [x] checked the commit log to see if my issue has been resolved since my server was last updated
Client Version (type /ver in game) : 30190328_2
Source Branch (master/stable) : master
Additional Information (Steps to reproduce/Expected behavior) :
First tested with a few types of dart darts, grenades, and even an imperial egg - it is impossible to "move and interrupt your aim" (even with the 999 delay egg) indicating the delay is not being correctly factored into the ranged attack wind-up.
Different issue still affecting darts: Darts still use the singing skill animation (this also applies to imperial egg)
this is intentional, as sources indicated (at the time) that ranged weapon delay is the "aiming" time, and ammo delay is the action cooldown after it's shot/thrown
if you can show that this isn't the case, it's easy enough to change
On Tue, Apr 23, 2019 at 12:15 AM isotor [email protected] wrote:
I have:
- searched existing issues ( http://github.com/darkstarproject/darkstar/issues/ https://github.com/darkstarproject/darkstar/issues/) to see if the issue I am posting has already been addressed or opened by another contributor
- checked the commit log to see if my issue has been resolved since my server was last updated
Client Version (type /ver in game) : 30190328_2
Source Branch (master/stable) : master
Additional Information (Steps to reproduce/Expected behavior) :
First tested with a few types of dart darts, grenades, and even an imperial egg - it is impossible to "move and interrupt your aim" (even with the 999 delay egg) indicating the delay is not being factored into ranged attack delay.
Different issue still affecting darts: Darts still use the singing skill animation https://github.com/DarkstarProject/darkstar/issues/3630 (this also applies to imperial egg)
— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub https://github.com/DarkstarProject/darkstar/issues/5885, or mute the thread https://github.com/notifications/unsubscribe-auth/AAIYR72GRJ65BU6EZHI2AULPR2SOJANCNFSM4HHU4GJQ .
if its happening, the real bug would be not getting interrupted if your end of animation pos doesn't match the pos you started at (you can run around on retail as long as you stop where you started before it goes off - how this looks client side will depend heavily on your latency)
@TeoTwawki are you saying even with 0 delay the throw should only occur after the animation/wind up time? If so I can double check but pretty much confirm this isn't the case and the throw/damage is being triggered at the start as I was unable to interrupt on a local server with no latency.
Confirmed on retail if you move during the animation/ wind-up time you receive the message 'You move and interrupt your aim".
unless snapshot activates in which case next shot will have no delay or be shot immediately after I believe mistake not snapshot >>> rapid shot correction
confirmed ammo delay is being accounted for using Silver bullet Tp shot was 183, removed weapon to reset tp count changed to platinum bullet tp shot became 184 which confirms delay from 240 from silver bullet to delay of 249 platinum is being counted for.
@Vampric Is it possible to take a video on retail to show this? It would help the devs to make the corrections.
I am currently not on retail atm but will ask a friend of mine to see if I can get that recorded. my testing was done on a private server.