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Posted

Right now, Assassin Strike & Snipe get interrupted by movement (or incoming damage) unless you're in combat and they are in fast mode.

 

Queuing an attack and then moving into range is one tactic.   It will also delay an auto power until the queue goes off.

A queued power will either go off when conditions are met, or will deselect if it can not, but that deselect happens when it tried to start.

Once started, you have whatever animation happens.

 

You can deselect a target with the escape key (or if you have it set to something else) or with /unselect

So I suppose you could bind a movement key to also unselect, though iirc that would be a double click and not sure how that will work with movement.

 

I just hit escape.

Posted
4 hours ago, Psyonico said:

i don’t even think that would be possible to code (not just in city, but like, at all).

 

It is. They can make the buttons make the character do things AND not do things. 

 

Lol wait...

 

You think that they can make the escape key unqueue a power, but not moving your character? You think they can make movement interrupt a snipe, but not stop an attack that hasn't even activated yet?

 

Haha

 

But there it is! When coding difficulty comes up, we know we're at the bottom!

 

 

Posted (edited)
9 minutes ago, Forager said:

 

It is. They can make the buttons make the character do things AND not do things. 

 

Lol wait...

 

You think that they can make the escape key unqueue a power, but not moving your character? You think they can make movement interrupt a snipe, but not stop an attack that hasn't even activated yet?

 

Haha

 

But there it is! When coding difficulty comes up, we know we're at the bottom!

 

 

Kindly look at what is being said about the code before you decide to just write it off. @Psyonico is explaining how jousting works and how what you are describing conflicts with it.

 

Edit: Also, kindly explain "they can make the escape key unqueue a power, but not moving your character?" Because that is gibberish to me.

 

Edited by Rudra
Posted (edited)

You know how when you activate a power, and then you press another power before it's done, it will queue it up? Ok OP is suggesting that if you activate a power, then you click another power, but BEFORE that power activates, you try to move... you will move instead of activating that power.

 

This would not remove jousting. Especially because I'm proposing that activating a power should also cancel a movement... exactly as it does now.

 

If the only way you know how to joust is by queueing the attack, then running by a mob... ok? You could still make that work. You could add an arg that it only cancels if you're not already moving... or one that says it only cancels if it's queued behind another power... or probably 10 other ways to make it not break anything else.

 

Your character could still have the same momentum to carry him past a mob, animation and activation times wouldn't change, physics doesn't have to change.

 

The guy literally just wants to be able to move his character while a power is queued. That's not an outlandish request, nor is it a gamebreaking feature and yes they could code that and no it wouldn't be difficult. 

Edited by Forager
Posted
2 minutes ago, Forager said:

Ok OP is suggesting that if you activate a power, then you click another power, but BEFORE that power activates, you try to move... you will move instead of activating that power.

For how long? How long will moving the character prevent the queue'd attack from happening? What if the character queues an attack, moves, stops, then realizes needs to move again, for instance because one of Battle Maiden's insta-death patches appeared there now, so you try to move the character again? How long can you postpone the queue'd power?

 

If the attack is canceled because you moved, can you self-interrupt the power by deciding to move as you click the power like how players jousting their enemies do? Because in the case of jousting, triggering the attack at the same time you trigger the movement is how you do. That is how you jump behind a wall or around a corner when you want to shoot a mob at a distance and try to pull the mob to you without aggro'ing everything else. You hit the movement keys and the attack at the same time. Which is what @Psyonico was trying to point out to you. That to pull mobs in this manner, you start not moving and not attacking, and then you move and hit the attack at the same time so you can get behind cover and (hopefully) only draw the shot target.

 

8 minutes ago, Forager said:

yes they could code that and no it wouldn't be difficult. 

Well, why didn't you say you were a coder! You should apply to become a dev! Then you can with no difficulty implement this.

Posted
3 hours ago, Rudra said:

Well, why didn't you say you were a coder! You should apply to become a dev! Then you can with no difficulty implement this.

Bah, you beat me to it!

 

Anyway, @Forager in order for this to be possible without losing functionality that exists in game, the game would need to be able to figure out your intentions in real time.  Since I’m fairly certain we are not at mind-reading level of computers, it’s not something that would  be “not that difficult”.

 

Also, I gave the OP a perfectly reasonable already existing solution that shows just how messy this thing would become several posts ago.  Why, I wonder, did you choose to ignore that comment?

 

I’ll reiterate it though, in case you missed it the first time:



oh, also, if the OP really wants this, they could bind their movement keys to both movement and powexec_unqueue.  But I suspect they’ll find it annoying that they have to stop moving completely in order to activate a power… which is what would happen to all players if movement canceled power activation.

 

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What this team needs is more Defenders

Posted
On 6/10/2025 at 10:34 PM, Psyonico said:

Also, I gave the OP a perfectly reasonable already existing solution that shows just how messy this thing would become several posts ago.  Why, I wonder, did you choose to ignore that comment?

 

I don't know if that's a good suggestion or a bad one. I don't know if it would work as you described because I didn't try it and have never bound unqueue to anything. I don't have any feedback for you or an opinion on it.

Posted
On 6/8/2025 at 1:39 PM, Rudra said:

How do you have multiple attacks on queue?

I have experienced if I press 2 different attacks for instance, the second is queued to go right after the first attack has executed. If you double click an attack, it will also go off, recharge and go off again.  The attack queue on the double click over-rides your movement, you could be flying to get the heck out of dodge, and then the second earlier click engages, stops you dead, turns you about and you fire with the usual attack rooting.

Posted

I appreciate the concept of pressing escape to de-target, that would help with the double click issue, when trying to get away, that is very helpful

 

There were lots of suggestion on how to fix and not to fix, need time to digest them, but appreciate the input

Posted (edited)
9 minutes ago, DrRocket said:

I have experienced if I press 2 different attacks for instance, the second is queued to go right after the first attack has executed. If you double click an attack, it will also go off, recharge and go off again.  The attack queue on the double click over-rides your movement, you could be flying to get the heck out of dodge, and then the second earlier click engages, stops you dead, turns you about and you fire with the usual attack rooting.

I asked how you have multiple attacks on queue. Not how you have an attack on queue. Multiple attacks on queue means more than one attack already activated and ready to go off in sequence after the current attack finishes its animation. Like how you can queue up to 5 attacks in some games like the old KOTOR console games.

 

Edit: So by your response, you had a queue'd attack ready to go, didn't bother to hit the ESC key to cancel it, and then got upset because the game activated that attack and rooted you when you wanted to be moving. Is that correct?

 

Edited by Rudra
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Posted
15 hours ago, Rudra said:

So by your response, you had a queue'd attack ready to go, didn't bother to hit the ESC key to cancel it, and then got upset because the game activated that attack and rooted you when you wanted to be moving. Is that correct?

 

He has stated what his issue is and it's been re-explained to you a few times. He already expressed interest in and gratitude for the escape key suggestion. Why are you doing this?

Posted (edited)
4 hours ago, Forager said:

 

He has stated what his issue is and it's been re-explained to you a few times. He already expressed interest in and gratitude for the escape key suggestion. Why are you doing this?

Because the OP states the author had multiple attacks on queue but the explanation was one attack on queue. So I am asking the author to verify what happened.

 

(Edit: At least I didn't point out to the author that his/her/their response that ESC would help with double clicks was excessively limited since it will clear any targeted attack power waiting in queue, not just the same power waiting to fire again after waiting through its recharge.)

 

Edited by Rudra
Edited again to add implied "targeted attack" so it is no longer implied.
Posted
47 minutes ago, Rudra said:

Because the OP states the author had multiple attacks on queue but the explanation was one attack on queue. So I am asking the author to verify what happened.

 

You get what happened. You got what happened before you asked. You're being pedantic and unhelpful. Why are you doing that?

 

 

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Posted
9 minutes ago, Forager said:

 

You get what happened. You got what happened before you asked. You're being pedantic and unhelpful. Why are you doing that?

 

 

🙄

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