Cody900 Cody900

[Removed] Fire TB chase fix

[Removed] Fire TB chase fix

Removed due to fire TB not supposed to chase by design apparently...

83,664 views 34 replies +1 Loading…
Reply #26 Top

You left some out mrappard, the transition line is commented out, and it's named as AttackRangedMoving, so, the full code is like this:

Line 179 - line 203

  ANIM_START_MOVING = { Duration = 0.2, TargetState = 'AttackRangedMove', CopyClocks = true, },
            },
        },
        AttackRangedMove = {
             SoundLoop = 'Forge/DEMIGODS/Torch_Bearer/snd_dg_torch_idle_fire_lp',
             BaseAttackLength = 1.5,
             Compositions = {
                 {
                    Animation = '/characters/Mage/animations/Mage_AttackFire_anim.gr2',
                    Loop = false,
                    EventOnCompletion = true,
                    Events = {
                        { name = 'torch_mode2_attack', time = 0.48, }, #sound
                        { name = 'FireAttack', time = 0.5, },
                        { name = 'attack_effect_01', time = 0.4, },
                        { name = 'attack_effect_02', time = 0.6, },
                    },
                },
            },
            Transitions = {
                ANIM_DONE = { TargetState = 'Idle',},
                ANIM_INTERRUPT =  { Duration = 0.2, TargetStateStationary = 'Idle', TargetStateMoving = 'Run', },
                ANIM_STOP_MOVING = { Duration = 0.2, TargetState = 'AttackRanged', CopyClocks = true, },
            },
        },
End of quote

Reply #27 Top

Thanks for responses, guys.  I'm pretty sure this is how we got the Sedna fix in as well.  Explain it crystal clear to people who can get the fix in place.  Once they see that its really just a matter of adding or changing a few lines of code (if they confirm its a bug), then I'm pretty sure we'll get that fix. 

Edit - I'll use the info Cody added in the post above. 

Reply #28 Top

So, my full post should look like this - please review and ensure its accurate:

The fire torch bearer cannot autoattack and move at the same time.  Is this by design or is it a bug?  It's listed in Kryo's known/reported issues thread (http://forums.demigodthegame.com/359551).  If it is a bug, can we expect to see a fix soon?  Here is the exact code that would need to be added to implement the change:

Open the file MageFire_Character.lua.  At line 179, add the following code: 

 ANIM_START_MOVING = { Duration = 0.2, TargetState = 'AttackRangedMove', CopyClocks = true, },
            },
        },
        AttackRangedMove = {
             SoundLoop = 'Forge/DEMIGODS/Torch_Bearer/snd_dg_torch_idle_fire_lp',
             BaseAttackLength = 1.5,
             Compositions = {
                 {
                    Animation = '/characters/Mage/animations/Mage_AttackFire_anim.gr2',
                    Loop = false,
                    EventOnCompletion = true,
                    Events = {
                        { name = 'torch_mode2_attack', time = 0.48, }, #sound
                        { name = 'FireAttack', time = 0.5, },
                        { name = 'attack_effect_01', time = 0.4, },
                        { name = 'attack_effect_02', time = 0.6, },
                    },
                },
            },
            Transitions = {
                ANIM_DONE = { TargetState = 'Idle',},
                ANIM_INTERRUPT =  { Duration = 0.2, TargetStateStationary = 'Idle', TargetStateMoving = 'Run', },
                ANIM_STOP_MOVING = { Duration = 0.2, TargetState = 'AttackRanged', CopyClocks = true, },
            },
        },

 

Reply #29 Top

Well, replace. Need to highlight lines 179/80/81 then do a paste.

+1 Loading…
Reply #30 Top

Ok - I think I've got it.  Correct me if I'm wrong:

The fire torch bearer cannot autoattack and move at the same time.  Is this by design or is it a bug?  It's listed in Kryo's known/reported issues thread (http://forums.demigodthegame.com/359551).  If it is a bug, can we expect to see a fix soon?  Here is the exact code that would need to be added to implement the change:

Open the file MageFire_Character.lua.  Select lines 179/180/181 and paste in the following code: 

 

 ANIM_START_MOVING = { Duration = 0.2, TargetState = 'AttackRangedMove', CopyClocks = true, },
            },
        },
        AttackRangedMove = {
             SoundLoop = 'Forge/DEMIGODS/Torch_Bearer/snd_dg_torch_idle_fire_lp',
             BaseAttackLength = 1.5,
             Compositions = {
                 {
                    Animation = '/characters/Mage/animations/Mage_AttackFire_anim.gr2',
                    Loop = false,
                    EventOnCompletion = true,
                    Events = {
                        { name = 'torch_mode2_attack', time = 0.48, }, #sound
                        { name = 'FireAttack', time = 0.5, },
                        { name = 'attack_effect_01', time = 0.4, },
                        { name = 'attack_effect_02', time = 0.6, },
                    },
                },
            },
            Transitions = {
                ANIM_DONE = { TargetState = 'Idle',},
                ANIM_INTERRUPT =  { Duration = 0.2, TargetStateStationary = 'Idle', TargetStateMoving = 'Run', },
                ANIM_STOP_MOVING = { Duration = 0.2, TargetState = 'AttackRanged', CopyClocks = true, },
            },
        },

 

Edit - I added this to the question thread.  Thanks again for all your effort!

Reply #31 Top

So I posted this fix over on the GPG forums http://forums.gaspowered.com/viewtopic.php?t=39104

I got this response from sorian (a forum enginneer).

This does not completely solve the issue, but we are working on it.
End of quote

 

Anyone have any thoughts or insight as to what might be missing?

 

 

 

 

 

Reply #32 Top

The animation is buggy, the problem isn't eliminated with that code, but that's just what the standard would be.

Changing the transition times from 0.2 to 0.1 (same as frost) helps it somewhat, but it doesn't eliminate the problem. It's a balancing issue really, changing up the animation times and attack speeds to make it work properly. Play around with the numbers see if you get anything good.

Reply #33 Top

thx cody - added your comment over in the gpg forums.  Thanks for the quick response! 

Reply #34 Top

Here's what Sorian had to say - bottom line, it definitely sounds like a fix is being worked on!

The plan is to create a new animation for TB and code it in. There is also a line in the AttackRanged table that needs to be uncommented.

Yes, I am one of the people working on Demigod atm (I think I can say that, if this post magically dissappears then I guess I wasn't) and I have to say I think Demon Assassin is my new favorite Demigod.
End of quote