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  1. #1
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    in ur city killin ur militias
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    Default Re: Changing rate of fire

    I see what you're talking about now. I just tried it, and it didn't have any appreciable impact either, tried ranges from -500 to 500 with no effect. Also if you look at the comment at the top, it says " stat_fire_delay Extra delay over that imposed by animation, hetween volleys", so it is as we thought, limited by animation.

    Regarding the arrows, I think that has to do with how the game calculates the shots and impacts. My bet is that the game can only handle one salvo in the air per unit, so trying to have multiple flights of arrows in the air at the same time isn't going to work. Logically, if you make the arrows fly much faster, they'll impact sooner, thus triggering the fire animation all over again at a faster rate.

    The bottom line is it appears we still have no actual direct control over rate of fire/swing speeds, which are governed by the animations.

    One last note dietre, and please don't get me wrong, this isn't to be mean or rude at all... But it's really hard to read your posts with bad spelling and grammar. I think I understood all you had to say though.

    Thanks.


    "Justice is the firm and continuous desire to render to everyone
    that which is his due."
    - Justinian I

  2. #2
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Changing rate of fire

    Whacker: I'd think the engine would treat projectiles as a separate entity once they are fired. Could be wrong, but anyways the reload time is always longer than the air time for the missile.
    So, if we just could edit animations... hmm

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