NickyP
Active member
Per the manual,
"Fastattack 1" does two things, really: first, it allows multiple players to hit the same enemy at the same time; and second, it greatly enables multihit moves in a single animation. Unfortunately, a well known consequence of this function is that if two or more players hit an enemy, both players attack boxes will continue to do damage until the animation renders an empty attackbox. IE, if Player 1 and Player 2's attack1 animation has a 12 centisecond active attackbox, and both players attack the enemy at the same time, the engine will constantly cycle between and register hits from both attackboxes until the 12 centiseconds are over.
This is already an annoying problem if both attackboxes have zero hit pause. However, with hit pauses, it becomes unplayable. I'm currently working on a project that relies on larger hit pauses (between 15-40 centiseconds) for attacks, and fastattack 1 for multihit attacks and supers. The fastattack bug unfortunately makes multiplayer nearly unplayable, as observed in my test video below:
https://www.youtube.com/watch?v=PZlPFaRE6O4
Is there any way around this, that at least maintains the fast multihit-per-animation feature? Attacks with high hit pause are a necessary part of this project of mine, so I can't compromise on that.
fastattack {bi}
- Normally, in order for an attack to hit entities multiple times, the attack boxes must be separated by at least one frame with an empty attack box (one set to all 0) and must also be separated by a brief delay.
- If this is set to 1, this animation's attack boxes are not restricted by the delay (it will still need an empty attack box between frames, though).
"Fastattack 1" does two things, really: first, it allows multiple players to hit the same enemy at the same time; and second, it greatly enables multihit moves in a single animation. Unfortunately, a well known consequence of this function is that if two or more players hit an enemy, both players attack boxes will continue to do damage until the animation renders an empty attackbox. IE, if Player 1 and Player 2's attack1 animation has a 12 centisecond active attackbox, and both players attack the enemy at the same time, the engine will constantly cycle between and register hits from both attackboxes until the 12 centiseconds are over.
This is already an annoying problem if both attackboxes have zero hit pause. However, with hit pauses, it becomes unplayable. I'm currently working on a project that relies on larger hit pauses (between 15-40 centiseconds) for attacks, and fastattack 1 for multihit attacks and supers. The fastattack bug unfortunately makes multiplayer nearly unplayable, as observed in my test video below:
https://www.youtube.com/watch?v=PZlPFaRE6O4
Is there any way around this, that at least maintains the fast multihit-per-animation feature? Attacks with high hit pause are a necessary part of this project of mine, so I can't compromise on that.