Reply to Re: A New Version of Dink?
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I talk about it in more detail at the beginning of this topic:
http://www.dinknetwork.com/forum.cgi?MID=172482&Posts=35
It's a small difference (smaller than the missiles fix that you also couldn't tell the difference with). The easiest way to see the glitch in action is to attack while standing still as fast as you can, then compare how fast you can attack while also moving. You can attack quite a bit faster while moving at the same time. The reason you can't attack as fast when standing still is because sp_kill_wait(1) in the void use( void ) script doesn't work, and it waits for the next frame of animation to start the attack regardless of whether sp_kill_wait is there (and Dink's idle animation cycles much slower than his walk animation, making the difference significant). Sometimes Dink will even stand there for a long moment before attacking, leaving himself open to attacks in the meantime. It is only a small issue, but something I'd like to fix nonetheless as I've had my fair share of noticeable delays.
http://www.dinknetwork.com/forum.cgi?MID=172482&Posts=35
It's a small difference (smaller than the missiles fix that you also couldn't tell the difference with). The easiest way to see the glitch in action is to attack while standing still as fast as you can, then compare how fast you can attack while also moving. You can attack quite a bit faster while moving at the same time. The reason you can't attack as fast when standing still is because sp_kill_wait(1) in the void use( void ) script doesn't work, and it waits for the next frame of animation to start the attack regardless of whether sp_kill_wait is there (and Dink's idle animation cycles much slower than his walk animation, making the difference significant). Sometimes Dink will even stand there for a long moment before attacking, leaving himself open to attacks in the meantime. It is only a small issue, but something I'd like to fix nonetheless as I've had my fair share of noticeable delays.