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archery issues or intended
Posted: Sun Nov 21, 2010 8:34 pm
by Loathed
i've been gone for a bit. Archery atm seems goof'd, you could unequip the bow after the arrow shot from it, and the dmg would hit. but now you can't unequip the bow until dmg registers from the shot, is that not off?
Re: archery issues or intended
Posted: Sun Nov 21, 2010 9:24 pm
by MatronDeWinter
Wait until you learn that the arrow will miss if the person is out of range when the damage occurs.... (Theres a patch note on this)
Re: archery issues or intended
Posted: Wed Nov 24, 2010 2:28 am
by Loathed
having to keep the bow equipped until the dmg registers doesn't appear to be era accurate, the patch notes don't say much about how it should be nor do I have exact information either, but in t2a hell even before t2a and after, you could do combo's with bows having ebolts and such hit the same time as the dmg from the bow/xbow did. Impossible here. It takes the ammo everytime it shoots if u move b4 the dmg hits: it's 100% miss and it never leaves arrow/bolt on the ground, if you unequip before the dmg hits same thing, 100% miss never leaves ammo on ground (but still takes the ammo)
is this intended? searching thru patch notes not finding much
Re: archery issues or intended
Posted: Wed Nov 24, 2010 2:30 am
by Sandro
intended unless you can find info proving it should be otherwise ;/
Re: archery issues or intended
Posted: Wed Nov 24, 2010 2:47 am
by Loathed
doh, i'd love to see the info that says this is the way it was, dmg should register regardless if bow is in hand or not after u see the arrow/bolt leave the weapon.

Re: archery issues or intended
Posted: Wed Nov 24, 2010 3:26 am
by Sandro
Loathed wrote:doh, i'd love to see the info that says this is the way it was, dmg should register regardless if bow is in hand or not after u see the arrow/bolt leave the weapon.

i feel the same way but the current info available on this (unsure where it is atm) says otherwise..
iirc staff said archery mechs are accurate to demo so ;/
Re: archery issues or intended
Posted: Wed Nov 24, 2010 12:36 pm
by Faust
Re: archery issues or intended
Posted: Wed Nov 24, 2010 3:09 pm
by Loathed
i'm slow when it comes to reading code, cuz i don't understand it. what i'm saying is, if the arrow/bolt is shot - is there not something that defines if it hits or not, regardless if if the shooter moves? it's not like the target is runnin out of range
Re: archery issues or intended
Posted: Wed Nov 24, 2010 3:56 pm
by Loathed
let me rephrase, i see no where in those notes that says, YOu have to stand still/keep bow equipped until the dmg hits, i see where it see's u have to stand still/keep wep equipped until shot is fired, but not till dmg hits that's another .5 seconds atleast of standing still/wep equipped
Re: archery issues or intended
Posted: Wed Nov 24, 2010 7:12 pm
by Faust
http://forum.joinuo.com/viewtopic.php?f=32&t=328
Code: Select all
// EIP=0x00445AB0
void PLAYER::ResetSwingState(int TargetState)
{
if(TargetState == 0)
{
this->SwingCounter = 0;
this->SwingState = 0x318 = TargetState; // will be 0
}
else
{
this->SwingState = TargetState - 1; // will be 0 too
// (TargetState is always 1)
this->AdvanceSwingState(); // this->SwingState will now be 1...
}
}
When your character moves with a ranged weapon equipped this function is called with a parameter of one resetting your swing state(variable that determines your swing) back to a value of one every single time a step is made. This essentially means everytime you move even after shooting the arrow when your character resides in state two that your swing state will reset back to one. State one is the 'plant and shoot' one second delay for ranged weapons. Damage is applied immediately upon entering state three. This is why the old school effect of the 'phantom arrows' occur when shooting and moving on here just like it did in Pre:UOR. This feature was fixed during the
UOR Publish listed under the archery changes that mentions issues with moving and firing being addressed.
The only way you will ever fully understand the entire scope of the original OSI swing timer is by understanding and reviewing the code for it that was decompiled by Batlin.
Re: archery issues or intended
Posted: Wed Nov 24, 2010 9:39 pm
by Loathed
then why does it take the arrow/bolt? if it doesn't shoot, also how to explain the not moving and just unequipping the bow after the ammo is consumed? yet never lands
Re: archery issues or intended
Posted: Thu Nov 25, 2010 4:58 am
by Batlin
then why does it take the arrow/bolt?
It takes an arrow, but the code does not create an arrow. The consume arrow function is very simple in design : arrowcount = arrowcount - 1.
if it doesn't shoot, also how to explain the not moving and just unequipping the bow after the ammo is consumed? yet never lands
This is again, because no arrow is created when you fire the arrow. The moment you unequip, your archery skill becomes the wrestling skill. The code doesn't remember that you shot an arrow and acts as if you're wrestling.
If you did wait out the cycle, then there is a chance for an arrow to be created.
On miss: 50% chance to have an arrow created on the ground.
On hit: 25% chance to have an arrow created in the backpack of a NPC
(this is according the OSI code, I do know the chances for this on UOSA)
Re: archery issues or intended
Posted: Thu Nov 25, 2010 1:36 pm
by Loathed
i see, so this is the way it was in t2a?
Re: archery issues or intended
Posted: Fri Nov 26, 2010 12:50 pm
by Derrick
To the best results of our scouring, there were no significant changes to archery mechanics between pre-T2A and T2A proper. It is firmly belived that what we have is correct, but also it's hard to envision is operating anyother way based on what we know of the way the combat cycle operated. I would love to find that archery did not operate this way, but there's no indication of that to be found, and there's been a Lot of looking.