HelpDecreasing shot spacing

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Decreasing shot spacing

Code:
namespace wServer.logic
{
    partial class BehaviorDb
    {
        private _ Bram = () => Behav()
             .Init("Bram the Viking",
                 new State(
                      new State("Start",
                         new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                         new PlayerWithinTransition(7, "pause")
                         ),
                     new State("pause",
                         new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                         new Taunt("Are you trying to get nuked?"),
                         new TimedTransition(1000, "attack")
                         ),
                  new State("attack",
                         new Taunt("Taste my axe you fool!"),
                                           new State("Swing P0",
                                         new Shoot(15, projectileIndex: 0, count: 1, angleOffset: 344, coolDown: 0),
                                         new TimedTransition(1, "P1")
                                         ),
                                            new State("P1",
                                         new Shoot(15, projectileIndex: 0, count: 1, angleOffset: 0, coolDown: 0),
                                         new TimedTransition(1, "P2")
                                         ),
                                            new State("P2",
                                         new Shoot(15, projectileIndex: 0, count: 1, angleOffset: 16, coolDown: 0),
                                         new TimedTransition(1, "P3")
                                         ),
                                            new State("P3",
                                         new Shoot(15, projectileIndex: 0, count: 1, angleOffset: 32, coolDown: 0),
                                        new TimedTransition( 1, "attack")
                                        )
                                    )
                            )
                        
                    
            )
            ;
    }
}
How do i decrease the delay between the shots, i want it to look like a slash
Don't make the coolDown 0, make it something like 100. Theirs no logical way to attack x times in 0 milisecond.
Quote Originally Posted by Demon View Post
Don't make the coolDown 0, make it something like 100. Theirs no logical way to attack x times in 0 milisecond.
Stacked shots like prod
I had been doing that, but it seemed like the minimum was 300, so it was really spaced out

- - - Updated - - -

Quote Originally Posted by Demon View Post
Don't make the coolDown 0, make it something like 100. Theirs no logical way to attack x times in 0 milisecond.
I had been doing that, but it seems like 300 is the minimum that will actually work
Considering that you're using FSOD, the quickest way to do this is to increase the TPS (ticks per second). I think you can do that inside wServer.cfg
Code:
namespace wServer.logic
{
    partial class BehaviorDb
    {
        private _ Bram = () => Behav()
             .Init("Bram the Viking",
                 new State(
                     new State("Start",
                         new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                         new PlayerWithinTransition(7, "pause")
                     ),
                     new State("pause",
                         new ConditionalEffect(ConditionEffectIndex.Invulnerable),
                         new Taunt("Are you trying to get nuked?"),
                         new TimedTransition(1000, "attack")
                     ),
                     new State("attack",
                         new Taunt("Taste my axe you fool!"),
                         new Shoot(15, projectileIndex: 0, count: 1, angleOffset: 344, coolDown: 0, coolDownOffset: 0),
                         new Shoot(15, projectileIndex: 0, count: 1, angleOffset: 344, coolDown: 0, coolDownOffset: 0),
                         new Shoot(15, projectileIndex: 0, count: 1, angleOffset: 0, coolDown: 0, coolDownOffset: 0),
                         new Shoot(15, projectileIndex: 0, count: 1, angleOffset: 16, coolDown: 0, coolDownOffset: 0),
                         new Shoot(15, projectileIndex: 0, count: 1, angleOffset: 32, coolDown: 0, coolDownOffset: 0)
                     )
                 )
              )               
            ;
    }
}
Posts 1–6 of 6 · Page 1 of 1

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