Q:
!! When will Rush be fixed?
A:
My theory on the “rushes into mob forever and never does the swing” issue is due, from a programmer’s perspective, to the skill targeting the collision center or local-to-world origin vector of the model used for the mob. I have seen it fail to finish (rushing forever) on any mob that has a sizable collision area. So, basically, what happens is the rush skill keeps going, thinking it will reach the center of the target, but never does because the collision radius around it is too large. As far is it’s concerned, it’s still closing the gap, which is why the swing never goes off at the end. I can’t think of a better explanation (also very silly since Rush should constantly be doing a quick ( vector(blade tip bone location) – vector(targetmob.centerlocation) ).sizeSquared(), and compare it to scalar(collision radius of the mob – best guess – or if not done by radius in this engine a length check from the center to the nearest collideable area along the Rush’s target path)^2 to determine if it is sufficiently close enough to execute the swing. This would likely solve overshoots and the aforementioned “forever Rush” issue).
It’s an extremely fast mathematical operation that would have an insanely negligible impact on performance. So small, it would be unnoticeable.
Hire me, I’ll fix it for you.
Until then, you can interrupt the infinite rush by swapping weapons or using an emote. I haven’t found anything else that works.
(edited by Ark Bladesteele.2943)
its last hitting animation is so slow and its stops you moving that they could just walk away from it.
Or you get behind the target (with bulls it happens allot)
Or you keep walking and walking and walking and nothing happens
its last hitting animation is so slow and its stops you moving that they could just walk away from it.
Or you get behind the target (with bulls it happens allot)
Or you keep walking and walking and walking and nothing happens
Well, what happens with the mobs i described happens is: the warrior zigzags around the mob until time of casting is done and then proceeds to cast #1 again.