[SOLVED] Attack box pausetime multiplied in the air

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:
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.
 
NickyP said:
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:
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.

Hello NickyP

If I'm not wrong, you need to declare the function "Equalairpause" in the header of the Levels.txt file, no matter if you want want to enable or disable the pause effect for jumpattacks.
Below is what the manual says. Tested in SOR2X and really the pausetime is mutliplied without this function.

equalairpause {bi}
~Sets hitpause effect for jumpattacks.
0 = No hitpause
1 = Hitpause in effect

EDIT: I think is the same issue as the video below
https://www.youtube.com/watch?v=MvPnzZecjcE
 
I've been modding for 15 years, and somehow have never seen this command before! Talk about embarrassing.

Well, that's that then. Locking topic.
 
NickyP,

No need to lock - someone might have more questions later on. Just mark resolved (I did it for you). Glad everything got worked out.  :D

DC
 
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