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Outrunning Ebolts

Posted: Sat Jul 11, 2009 10:50 am
by Odin
This forum post from back in the day describes outrunning ebolts and fireballs. Anyone else remember doing this? I'm sure I managed to outrun an ebolt during UO:R and I have heard other people describe the same thing.

http://groups.google.com/group/alt.game ... 1380564b9e#

Re: Outrunning Ebolts

Posted: Sat Jul 11, 2009 10:53 am
by Hemperor
This is a simple case of people not understanding the game and animations in general...

Re: Outrunning Ebolts

Posted: Sat Jul 11, 2009 11:09 am
by Faust
The animations in the RunUO code are simply too fast... This was why it was suggest by me that they should be adjusted according to the same speed used in the demo. The damage will still occur no matter what, but the animation can be out run but eventually catching up with you no matter what when you stop or die.

Re: Outrunning Ebolts

Posted: Mon Jul 13, 2009 1:29 pm
by Ronk
I am not sure its merely an animation thing. I do recall running from an ebolt before while low health and it wasn't until quite a few screens away that it caught up and finally killed me.

I am not convinced the damage was always 'instant' with the animation later catching up.

Re: Outrunning Ebolts

Posted: Mon Jul 13, 2009 1:46 pm
by Faust
Damage is on a seperate one second timer from the animation and always has been.

The animation is merely a cosmetic feature of the game.

Re: Outrunning Ebolts

Posted: Mon Jul 13, 2009 1:55 pm
by Hemperor
Faust wrote:Damage is on a seperate one second timer from the animation and always has been.

The animation is merely a cosmetic feature of the game.
Can prove it tonight on the demo!

Re: Outrunning Ebolts

Posted: Mon Jul 13, 2009 1:59 pm
by Faust
Well it's more like see it for yourself...

I already proved it with my demo results on the damage delay. :wink:

Kaivan also verified the same results that I got from the demo in modern Ultima Online on top of it.