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[Bug] Fire mode Torch Bearer can't hit a target on the run.

By on March 25, 2009 7:54:28 AM from Demigod Forums Demigod Forums

  1. In a match with Torch Bearer and Rook have the Torch Bearer take the +15% movement speed ring (should be at 6.9 speed).
  2. Ensure Rook has no movement speed buffs (should be at 5.4 speed).
  3. With Rook starting in melee range, have Rook run away from Torch Bearer in Frost mode.
  4. Tell Torch Bearer to attack Rook as he is running away.
  5. Repeat steps 1-4 with Torch Bearer in Fire mode.

In step 4 (TB in frost mode) notice how TB will shoot at Rook while chasing him.

In step 5 (TB in fire mode) notice how TB will *not* shoot at Rook while chasing him, even though he has far superior movement speed.

Even with TB in fire mode at 8.4 speed chasing down a 6.0 speed Demigod he will never fire a shot at them.

+6 Karma | 3 Replies
March 25, 2009 5:24:01 PM from Demigod Forums Demigod Forums

Noticed this one as well...back in beta 2, Hopefully it'll be fixed for release.

April 2, 2009 6:50:12 PM from Demigod Forums Demigod Forums

This problem comes up no matter what, and it's also the one of the reasons that regulus gets way more kills than fire TB so this is a bug that NEEDS to be fixed.

May 15, 2009 12:17:21 AM from Demigod Forums Demigod Forums

Located the source of this bug:

characters\Mage\MageFire_Character.lua does not have an AttackRangedMove AnimState.  Also, there is not an appropriate animation for a fire mage to attack on the run in bindata\characters\Mage\Animations (would be Mage_RunAttackFire_anim.gr2).

However, you can use the frost AttackRangedMove animation in MageFire_Character.lua which at least allows him to attack on the run (though it looks funky flipping between frost/fire animations like that).  Unfortunately everyone has to be running the mod for the simulation to work properly so we'll have to wait for a GPG fix for this.  Personally, I would rather see the code put in with a bad animation for now and a better animation later than have to wait months for a real animation to go in.  If the forst attack animation is too glichy just use Mage_RunFire_anim.gr2 instead (so fireballs just appear at the end of his staff).

Here is the code that needs to be added to characters\Mage\MageFire_Character.lua AnimSets.  This block uses the run animation so the fireballs just appear at the end of the mages staff when he attacks on the run.

Code: c++
  1.         AttackRangedMove = {
  2.              SoundLoop = 'Forge/DEMIGODS/Torch_Bearer/snd_dg_torch_idle_fire_lp',
  3.              BaseAttackLength = 1.5,
  4.              Compositions = {
  5.                  {
  6.                     Animation = '/characters/Mage/animations/Mage_RunFire_anim.gr2',
  7.                     Loop = false,
  8.                     EventOnCompletion = true,
  9.                     Events = {
  10.                         { name = 'torch_mode2_attack', time = 0.48, }, #sound
  11.                         { name = 'FireAttack', time = 0.5, },
  12.                         { name = 'attack_effect_01', time = 0.4, },
  13.                         { name = 'attack_effect_02', time = 0.6, },
  14.                     },
  15.                 },
  16.             },
  17.             Transitions = {
  18.                 ANIM_DONE = { Duration = 0.2, TargetStateStationary = 'Idle', TargetStateMoving = 'Run', },
  19.                 ANIM_INTERRUPT =  { Duration = 0.2, TargetStateStationary = 'Idle', TargetStateMoving = 'Run', },
  20.                 ANIM_STOP_MOVING = { Duration = 0.2, TargetState = 'AttackRanged', CopyClocks = true, },
  21.             },

P.S: The forums should support LUA since your game is written in it.

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