NickyP
Active member
So first thing's first, I want to point out that I've only noticed this with the old method for attack boxes, because that's the only one I use.
Let's make sure we're all clear with what I'm talking about. From the manual:
The bug I've discovered involves the pausetime parameter in the attack box. If the player hits multiple enemies with one attack box on the ground, the assigned pausetime remains the same. However, if the player hits multiple enemies with one attack box in the air, then the assigned paustime is multiplied by the number of enemies hit. Let me explain:
Say you have a a wide attack box with a pausetime of 20, and it hits five enemies...
This was on engine version 3.0 6391.
Let's make sure we're all clear with what I'm talking about. From the manual:
attack{#} {x} {y} {right} {down} {damage} {power} {block} {noflash} {pausetime} {z}
{pausetime} is an integer which will cause the attacker and attackee to be paused for {pausetime} if the attack hits something.
The bug I've discovered involves the pausetime parameter in the attack box. If the player hits multiple enemies with one attack box on the ground, the assigned pausetime remains the same. However, if the player hits multiple enemies with one attack box in the air, then the assigned paustime is multiplied by the number of enemies hit. Let me explain:
Say you have a a wide attack box with a pausetime of 20, and it hits five enemies...
- On the ground, hitting all enemies at once will make the player pause for 20 centiseconds.
- In the air, hitting all enemies at once will make the player pause for 100 centiseconds... in the air.
This was on engine version 3.0 6391.