Attack speed

I am currently making a kind of try-game using the PoG graphics and I am currently setting the player statistics. So everything looked perfect and I decided to kill a goblin or two. But something was wrong. The hero didn't even swing his weapon that the goblin was dead.

I then understood that it was because the player was stricking way too fast. He strickes like 3 times in one second... wich is anormal. So I tried to figure how to change that. And I never figured it out. So I decided to post this topic. And I did.

Anyway, thanks in advance !

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Potomax

If you want help, we need to know at what you have set the player's attributes.

• What is the player's strength?
• What is his dexterity?
• What is the damage minimum?
• What is the damage maximum?
• What kind of weapon does he have?
• How much damage does it do?
• What is the HP of the goblin?

If the player's strength is high enough, he will kill an enemy just by bumping into the NPC (or more acurately, having their colision spheres come together.)

If you answer the above questions, you may find the answer to your problem staring you in the face.

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The faster the attack anim, the faster the attack^^

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Life is a joke - death is testing your humour...

It's a good idea to make a new game as medieval. Then you have a template to help you see the relationships amongst stats, animations, and events. Just a suggestion, but it helps.

It seems to me that your speed, strength, and vitality are way too high.

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-- Debra
Danillitphil Productions
(url="http://"http://www.danillitphil.com/graphics/index.html")www.danillitphil.com(/url)

Is the delay between changing frames in the attack animation to short?

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will you answer?
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Quote

Originally posted by Rubber Ducky:
**• What is the player's strength?
• What is his dexterity?
• What is the damage minimum?
• What is the damage maximum?
• What kind of weapon does he have?
• How much damage does it do?
• What is the HP of the goblin?

**

Ok... so the player's strenght is 14
His dexterity is 13
His vitality is 15
His minimum damage is 4, maximum 10 (when his weapon his equiped)
He has a sword who does 3-7 dmg
The goblin's HP is 8

Quote

Originally posted by Efeion:
**Is the delay between changing frames in the attack animation to short?

**

I use the PoG graphics, and it works in the Medieval game (as well as in PoG). And the problem is not that the hero strikes really fast. It's that he doesn't strike and it makes damage anyway.

Quote

Originally posted by Debra:
**It's a good idea to make a new game as medieval. Then you have a template to help you see the relationships amongst stats, animations, and events. Just a suggestion, but it helps.

**

Yeah I do that. It helps... but in that medieval thingy, the only thing wich is set is the speed. So it doesn't help a lot.

Well thanks for all those replies.

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Potomax

Hmm, they don't look too bad. There must be something preventing it switching to the attack anim. Is it the standard PoG main character? Have you done anything to it?

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Pilky
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Quote

Originally posted by Pilky:
**Hmm, they don't look too bad. There must be something preventing it switching to the attack anim. Is it the standard PoG main character? Have you done anything to it?

**

It is the standard one. I've never touched to the animation.

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Potomax

Oh !
I think I just found something !

When the player strikes but misses, and then strikes and kill (and I'm not talking about the animation : just the damage) well the experience comes later (wich is anormal). But when he strikes and kill in one attempt, the experience comes right after. So, I think it's like if the engine calculates the next hit BEFORE the player as even struck. So that's why I hear the swing sound like 3 times in one second, when the player as struck (and I talk in the animation) only once.

The time before the experience adds itself can varie : sometimes 1, sometimes 5 seconds.

Well, that's an assumption

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Potomax

Well...

I may have found this but it leads me nowhere. And I'm not sure of that anymore since in PoG the experience sometimes come later too. So... I don't know what to do...

HELP PLEASE !!!

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Potomax

Quote

Originally posted by Potomax:
**Well...

I may have found this but it leads me nowhere. And I'm not sure of that anymore since in PoG the experience sometimes come later too. So... I don't know what to do...

HELP PLEASE !!!

**

Open the player's animation and make sure it has an attack animation.
Did you add a attack sound to the player or it it the default one? If so where did you add it?
Do you have any Player contact events when encountering the NPC?
What are your system specs(CPU speed, RAM)?

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Thanks,
GrahamVH
graham@vhpublications.com
http://www.warcraftc...t/CGD/home.html

Quote

Originally posted by GrahamVH:
**Did you add a attack sound to the player or it it the default one? If so where did you add it?

**

Yes, I did. I added it in the weapon creation dialog.
So before I posted a reply, I tried to delete it... and it worked ! Thanks a lot !

But... does this mean we can't add a specific sound to a weapon ? I don't need it, but this must be usefull to some...

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Potomax

Quote

Originally posted by Potomax:
**

Quote

Originally posted by GrahamVH:
**Did you add a attack sound to the player or it it the default one? If so where did you add it?

**

Yes, I did. I added it in the weapon creation dialog.
So before I posted a reply, I tried to delete it... and it worked ! Thanks a lot !

But... does this mean we can't add a specific sound to a weapon ? I don't need it, but this must be useful to some...

**

You can create a sound for each weapon. I just wouldn't recommend doing it in the weapon dialog. What I would recommend is that you

1. create a global called gb_UsedWeapon and set all of the weapons to have it set the gb_usedWeapon to what ever the weapon is called in the equip event link in the weapon dialog.

2. Then create an event called "attack" which has a conditional statement to figure out what weapon is equipped. For example if gb_UsedWeapon is equal to "short sword" then play sound short "short sword". and so on.

3. Then open the animation that you have for the player; look in the player's attack animation. Double click on all of the frames that have a sound icon next to them and change the "3-play sound" to "6-Launch an event". Replace any thing in the textbox with "attack". Then do this to the rest of the frames with a sound icon next to them, Then your done

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Thanks,
GrahamVH
graham@vhpublications.com
http://www.warcraftc...t/CGD/home.html

Quote

Originally posted by GrahamVH:
**You can create a sound for each weapon. I just wouldn't recommend doing it in the weapon dialog. What I would recommend is that you

1. create a global called gb_UsedWeapon and set all of the weapons to have it set the gb_usedWeapon to what ever the weapon is called in the equip event link in the weapon dialog.

2. Then create an event called "attack" which has a conditional statement to figure out what weapon is equipped. For example if gb_UsedWeapon is equal to "short sword" then play sound short "short sword". and so on.

3. Then open the animation that you have for the player; look in the player's attack animation. Double click on all of the frames that have a sound icon next to them and change the "3-play sound" to "6-Launch an event". Replace any thing in the textbox with "attack". Then do this to the rest of the frames with a sound icon next to them, Then your done

**

Ah... so why do they put sound links in the weapon creation dialog ? Would it be a bug ?

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Potomax

Sound links..?

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Life is a joke - death is testing your humour...

In the Hero_NPC attack, add sound to each direction. It doesn't matter which frame, but I'd place it right under your flag frame. This way, the weapon makes a sound when you attack, whether you hit the enemy or not. I plan to have a different player icon (and consequently a different set of attack animations) when he carries a bow, staff, axe, or sword, which means the sound in the attack array will be somewhat different.

In the weapon window, HIT is the sound you hear when the weapon hits the NPC. (edit) You can hear this most clearly when you hit with a range weapon.

I could be wrong; I don't have Coldstone open. But I haven't had any problems with Coldstone concerning this issue.

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-- Debra
Danillitphil Productions
(url="http://"http://www.danillitphil.com/graphics/index.html")www.danillitphil.com(/url)

(This message has been edited by Debra (edited 06-19-2004).)

I had problems but I fixed them. But that is because I added the sounds in a weird way.

And to answer to your "question", Ledorax, well it's not sound links, it's action links, in the "Links" tab in the item creation dialog.

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Potomax