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Author Topic: Chargetime is broken.  (Read 206 times)
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NickyP
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« on: August 11, 2010, 06:50:46 PM »

From the manual:
Quote
chargetime {int}

~Determines how long player must hold attack button before releasing it to unleash CHARGEATTACK.
~{int} is time in seconds.
~ONLY works in CHARGEATTACK animation.

Regardless of what you put chargetime as, chargeattack always requires 3 seconds to perform. Tested with both chargetime 1 and chargetime 5.
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Plombo
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« Reply #1 on: August 12, 2010, 01:38:10 PM »

Did it work in previous versions?
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« Reply #2 on: August 12, 2010, 02:09:03 PM »

I wouldn't know, since this is the first time I've used it. However, there IS something of interest: the version I'm using is 3.2810. The PSP build of said version, chargetime works as it should (ie, chargetime 1 makes chargeattack happen in one second). However, in the PC build, it's broken.

I haven't tried any other console builds yet, but I'll try it on the Wii later today.
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Damon Caskey
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« Reply #3 on: August 12, 2010, 02:48:55 PM »

I can't confirm or deny the bug, but please don't touch this unless you really know what you're doing with it and test carefully afterward. Whenever Chargetime got messed with, it has caused overarching bugs all over the engine. Last time it was entities performing their chargeattack randomly after any lengthy animation.

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« Last Edit: August 12, 2010, 03:32:39 PM by Damon Caskey » Logged

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Plombo
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« Reply #4 on: August 12, 2010, 02:54:57 PM »

Ugh, really?  I guess I won't touch it then, because I'm not very good with the main part of the engine (openbor.c).

Besides, I'm working on more interesting things.
« Last Edit: August 12, 2010, 03:41:41 PM by Plombo » Logged

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« Reply #5 on: August 17, 2010, 06:23:56 PM »

Upon further testing (and I'm talking almost an hour here), the chargetime bug is not how I described it above.

Chargetime 1 does in fact make it need 1 second to use chargeattack, but the system doesn't allow you to use chargeattack a second time in a row. Basically, here's how it works:

Attack > (hold) > Chargeattack
Attack > (hold) > nothing at all
Attack > (hold) > Chargeattack

On the PSP version, it works like:

Attack > (hold) > Chargeattack
Attack > (hold) > Chargeattack
etc etc

I have yet to test it on other ports.
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