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View Full Version : Game Mechanics: Double Attack Animation


Karbuk
06-18-2013, 12:08 PM
Its possible its just me on my system I dont know if anyone else has the problem but I remember pretty well during live when using a two-handed weapon or even a 1H for that matter...When you get a double attack your character would swing the 2 handed weapon twice instead of once...back to back swings. Now when a double attack occurs your character only swings once but you can hear the audio of the second swing going off but the animation doesnt occur. Just a small thing I notice and wondering if its just me or an easy fix?

Thanks!

Nirgon
06-18-2013, 12:09 PM
It swung twice, you're right.

nilbog
06-18-2013, 12:22 PM
This has been looked into before to no avail.

Animation packet is sent twice, so I dunno. Anyone interested: take a look at the public eqemu code and see what you think.

Karbuk
06-18-2013, 01:15 PM
This has been looked into before to no avail.

Animation packet is sent twice, so I dunno. Anyone interested: take a look at the public eqemu code and see what you think.

If I had any clue what I was doing id take a look...but I do not :)

Not a huge deal..weird tho if its set up to work correctly

Karbuk
06-18-2013, 04:53 PM
This has been looked into before to no avail.

Animation packet is sent twice, so I dunno. Anyone interested: take a look at the public eqemu code and see what you think.

Maybe send it 3 times? due to triple attack maybe its all programmed and set to work like that...really stretching here i have no idea..worth a shot! lol

Guttzs
06-18-2013, 05:06 PM
I would like to see if you even equip a 2 hander you constantly swing than the one pathetic swing there is when a double attack occurs, this is a tragedy.

TarukShmaruk
06-20-2013, 09:07 PM
Seems broken on pets too - my pet double attacks but only plays one attack animation.

Deldanko
08-20-2014, 07:53 PM
Sorry to revive an old thread but has anyone found a fix to this?

Zaela
08-20-2014, 08:05 PM
Maybe the packets need to be staggered: send the first when the melee attack is actually happening, then another after 0.5 seconds or whatever. Kind of a hassle for such a tiny thing, though.

The client does tend to ignore animation triggers when it's already in the middle of non-idling animation (unless the trigger is state-changing, like sitting or FDing/dying).

Potus
08-20-2014, 10:28 PM
Replace all double attacks with the Iksar 2hand slash animation.