Chained Jump Attack Issue
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- Meatballsub
- Liquid Metal Slime
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Chained Jump Attack Issue
Hey guys,
Any way around the bug that causes your hero to remain in the air forever if he is in the middle of a chained attack that kills the targeted enemy? I know that he can still attack, but he is invulnerable to direct damage and, obviously, cannot be seen at that point.
Any way around the bug that causes your hero to remain in the air forever if he is in the middle of a chained attack that kills the targeted enemy? I know that he can still attack, but he is invulnerable to direct damage and, obviously, cannot be seen at that point.
- Bob the Hamster
- Lord of the Slimes
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Hmmm... The correct behaviour is for the "Land" half of the chain to just pick a new target.
What do you have for the "Target And Aiming Settings" for the "Land" part of the chain?
Somehow your chain is being interrupted when the target goes away, but I can't remember which attack settings allow that to happen.
What do you have for the "Target And Aiming Settings" for the "Land" part of the chain?
Somehow your chain is being interrupted when the target goes away, but I can't remember which attack settings allow that to happen.
- Meatballsub
- Liquid Metal Slime
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- Bob the Hamster
- Lord of the Slimes
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Okay, actually, after poking around in the Target And Aiming Settings menu, I am fairly certain I have isolated the problem.
Your land attack is probably using "Target Class: Previous Target"
<img src="http://i.imgur.com/7cLr5jR.png">
This seems intuitive, but it means that the previous target is the ONLY valid target, and the chain will be cancelled if that target is no longer available.
What you actually want is "Target Class: Enemy"
<img src="https://i.imgur.com/S7jtpGJ.png">
When a single-target attack chains, it tries to keep using the same target as the previous step of the chain, if the target class allows it.
So using "Target Class: Enemy" means that your Jump attack will normally hit the desired target, but if the desired target is unavailable, the jumper will land on some other valid enemy instead.
Your land attack is probably using "Target Class: Previous Target"
<img src="http://i.imgur.com/7cLr5jR.png">
This seems intuitive, but it means that the previous target is the ONLY valid target, and the chain will be cancelled if that target is no longer available.
What you actually want is "Target Class: Enemy"
<img src="https://i.imgur.com/S7jtpGJ.png">
When a single-target attack chains, it tries to keep using the same target as the previous step of the chain, if the target class allows it.
So using "Target Class: Enemy" means that your Jump attack will normally hit the desired target, but if the desired target is unavailable, the jumper will land on some other valid enemy instead.
- Bob the Hamster
- Lord of the Slimes
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- Joined: Tue Oct 16, 2007 2:34 pm
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- Bob the Hamster
- Lord of the Slimes
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- Joined: Tue Oct 16, 2007 2:34 pm
- Location: Hamster Republic (Ontario Enclave)
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- Meatballsub
- Liquid Metal Slime
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- Joined: Mon Oct 15, 2007 6:39 pm
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I checked and none of these have that bitset on that turns off the retarget thing.
I do have a video of this happening in-game. Want me to link it?
Last edited by Meatballsub on Thu May 14, 2015 4:12 pm, edited 1 time in total.
- Bob the Hamster
- Lord of the Slimes
- Posts: 7658
- Joined: Tue Oct 16, 2007 2:34 pm
- Location: Hamster Republic (Ontario Enclave)
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- Meatballsub
- Liquid Metal Slime
- Posts: 996
- Joined: Mon Oct 15, 2007 6:39 pm
- Location: Northwest Georgia
- Contact:
- Bob the Hamster
- Lord of the Slimes
- Posts: 7658
- Joined: Tue Oct 16, 2007 2:34 pm
- Location: Hamster Republic (Ontario Enclave)
- Contact:
For anybody else who was curious about this, I found the issue.
There is another condition that causes chained attacks to not re-target.
If a chain of attacks has zero delay between them, then the chain will be broken if the original target dies.
Meatballsub was able to fix the issue in Ruin by adding a "Delay" of 1 tick to the "Land" part of the chain.
If we want to have a fix for this that does not require a delay, I think we will need to have a new attack chain bitset.
There is another condition that causes chained attacks to not re-target.
If a chain of attacks has zero delay between them, then the chain will be broken if the original target dies.
Meatballsub was able to fix the issue in Ruin by adding a "Delay" of 1 tick to the "Land" part of the chain.
If we want to have a fix for this that does not require a delay, I think we will need to have a new attack chain bitset.