I agree, remove the only advantage 2h have over polearms, so everybody switches to polearms and we'll all be happy fighting with the same weapons. Polearms are already longer,faster,have better overall damage, cheaper and have stun, what more could you possibly ask for?
I think you simply got owned.
If he can get close enough, fast enough, to lolstab you before you can backpedal and swing, hes gonna hit you.
Razzen approached me 1 inch at a time untill he could just hit me with his german greatsword lolstab. When he reached that point, i tried every single attack with my long hafted blade at the same range. i wasnt even close to hitting him, so:
1. no, i didnt simply get owned, i tested if the lolstab had greater range than a 153 length long hafted blade
2. polearms mgiht already be longer, but most of them have smaller reach than the lolstab
So the stab is longer than your swing, but your swing is longer han his swing.
Bottomline is that polearms are superior to 2h and alot of them are currently OP.
the 2H has the longest attack, which is all that matters. they can hit me before i can hit them, that gives the 2h an advantage.
and if polearms are OP, why do most top players use 2H? i see more 2H top players than polearm top players
Polearms are cheaper, faster and longer than 2h and have the same if not higher damage + stun.
If that doesnt classify as better, i dont know what does.
Regarding stun:
There is a "weight vs weight" weapon stun. Say - charged (chambered/held/you name it) greatsword strikes a side sword. There is added delay to the side sword wielder after he blocks, he cant counter attack and MUST block twice unless he massively out manouvers the other guy. In general this applies only to charged attacks and only in situations where a heavier wep strikes a lighter one. Polearms in general are a bit heavier than 2hers so they can use this more. I could be wrong but unless the weight difference is huge this sort of stun applies only on charged overheads. This is a stun only in the way that you must not counterattack immediately after 1st strike.
And then there is polearm stun. When a polearm strikes you with enough dmg - you get a short "staggering" animation during which you can do NOTHING at all. With enough speed you can get in a second guaranteed hit (in native this is possible with spears, in crpg with several weps (depending on build ofc)). This is incredibly annoying in team fights and quite so as well in duel type situations since your opponent can manouver to a favourable position for him.
Not to mention knockdown that hafted spiked mace has - sure kill on all but super heavies.
These are the conclusions I have come to from playing on siege, duels and battle in that order, if Im wrong Id value input.
And then there is polearm stun. When a polearm strikes you with enough dmg - you get a short "staggering" animation during which you can do NOTHING at all. With enough speed you can get in a second guaranteed hit (in native this is possible with spears, in crpg with several weps (depending on build ofc)). This is incredibly annoying in team fights and quite so as well in duel type situations since your opponent can manouver to a favourable position for him.
Not to mention knockdown that hafted spiked mace has - sure kill on all but super heavies.
Right, but the same thing happens with 2 handers too, IF you survive that first hit. You get staggered and can't do anything. Same thing with anything that deals damage, as far as I know. Unless of course there is something coded into the game for polearms ; which, while it may exist, nobody has found, revealed, or discussed.
many ppl says that LHB is the best polearm, we can try comparing it to a german greatsword:
I have never had that I got hit by a 2h and couldn't block before being hit again. I'm pretty sure that's only polearms.
I agree that the price of many polearms is low and the requirement is pathetic - but i really don't look at that when i compare :D
imo it would be a good idea to raise the price and requirement of polarms, but dont nerf range, speed and dmg as the lolstab is already better than any attack performed by the polearms mentioned as the best.
some players say that a heavier 2h can "stun" them if they block the 2h's strik, but only so they cant swing back (they can attack after they block/dodge the 2nd swing) for example flamberge vs katana
i hate polearms for the stagger or w/e they have and it's usual for them to swing from the opposite direction after they hit u which for me means if i block incorrectly i will have no time to change it
Also the STR requirements should be a lot higher, something like 16 STR for LHB/Glaive, 18 STR for Long Hafted Spiked Mace. 2h STR requirements should be increased as well.
The 2h stab is a lot easier to counter that it seems, if you have LHB for example all you have to do is downblock than, unless you are a low-agi build you will have time to release a sideswing, that has enough range to hit your opponent, just make sure you advance if he backpedals.
then the 2H blocks and he can swing... thats called game mechanics, if you block you can swing :D
the main thing is that the 2H is the first who can attack, so he has the advantage.
After 1-2 blocks you can be in range of your opponent no matter what weapon you use, it's all about who can attack first, which, in this case, is the 2h even though it has 30 less range.
Actually the LHB is longer so it will attack first and a sideswing outranges the stab nowadays.
Downblock/dodge lolstab, move out of range, sideswing with LHB, win.
no it don't... a german greatsword lolstab has longer range than a any attack performed with a long hafted blade
Considering no one knows how much length the 2h stab has anymore it's a completely unreasonable claim to make. So if we just go by what we know then the LHB is only outranged by the flamberge.
it is not.
i've stated several times that i've tested it by standing within range of a stab (i got hit from that exact distance) and still not being able to hit my opponent with any attack performed by my long hafted blade.
The 2h stab is a lot easier to counter that it seems, if you have LHB for example all you have to do is downblock than, unless you are a low-agi build you will have time to release a sideswing, that has enough range to hit your opponent, just make sure you advance if he backpedals. And if you ever try it you will see that if not used properly, the lolstab bounces easily, and if it bounces you get the same staggering effect as from polearm stun and usually gets you killed.
As for the nerfing, range speed and damage are fine but the prices for the mid-tier hafted polearms should be doubled, so they fit their 2h counterparts (for example with german greatsword+medium 10k armor I have a total gear price of 35k so I have to wear lighter armor to keep up with the upkeep, while a person who uses LHB/Glaive/LHSM can use his medium armor all the time and go with heavier armor from time to time). Also the STR requirements should be a lot higher, something like 16 STR for LHB/Glaive, 18 STR for Long Hafted Spiked Mace. 2h STR requirements should be increased as well.
+1 for that.
Just by using polearms now:
Allthough some are limited in att. diections...they can be used really effectively. Some, specially one, have a really good dmg output.
I dont see any reason to change anything maybe some prices.
P.S: Are there any plans to nerf LHB or LHSM?
The thing is if 2h loses the stab range (that is already considerably shorter than pre-patch) some polearms will need a nerf as well or they will be stronger than 2h in just about any aspect. So it's either nerf both, or don't nerf either, in my opinion.
i have to agree with the fact, that we shouldnt make polearms better than 2H, they should be balanced.
I just can't help to feel, that a 153 length polearm shouldnt be outranged by the stab of a 123 length sword... suggestion for a solution coming soon :D
is it possible to make polearms much less effective at short range?
so a 153 length polearm only does half dmg when you are 75 (m/ft, whatever) away? cause you wouldnt be able to make a clear hit from that distance when the blade is on the end of your stick...
Don't think it's possible without WSE, so I think for the time being the only adjustment to keep things balanced is increasing str requirement and price for mid-tier polearms, and a general str requirement increase for all weapons.
We could do some tests on the duel server later, I really think you can have the same reach as 2h stab with a right swing, maybe less range with left swing, but I might be wrong.
And I actually plan to switch to polearms once I hit 31, so I will have the chance to be at the other end of the lolstab, at least for a retirement :)
we can go try it out anytime :D
but i have already made 2 tests with different persons, and the lolstab outranged my long hafted both times.
one of the times i also tried a 175 long voulge, i was able to outrange lolstab with right-swing and stab
How did you measure the range? If you just used downblock to see when the stab hits, you wouldn't have accounted for the stab bouncing, which it does like to do at extreme range. And how much was the difference between the stab and the lhb swings? I can't imagine it would be a lot.
I've just been on the duel server and i noticed, that the lolstab outranges all the attacks i can perform with my long hafted blade... by far.
I dont see why a 123 length weapon should outrange a 153 weapon by far, even though it is a sword... it just doesnt make sense to me.
Therefore i think that this should be fixed.
Could you please clarify what you mean by "lolstab" first because I don't have a clue. I only know the lolhammer ;-)
In this case he just means the 2h sword stab. Usually lolstab is used for spinningthrusts though, like phyrex does.
I'm fairly sure that the stab outranges the long hafted blade, even the right swing. You can only comfortably outrange everything 2h swords can throw at you with a long voulge (which is, however, not a great dueling weapon), but this IS balanced, the new stab is sensible (unlike the old which outranged everything short of a pike), and gives some advantage to the overall more expensive 2h swords, which have shorter sideswings anyway.
The 2h sword stab is fine and sensible, how else would you thrust with a twohanded sword (bar halfswording for extra damage, which is however gimped at the moment)? The old one was silly with 2m range and super-instakill amount of pierce damage, it's fine now.
Most (if not all) stabbing polearms would 1hit you with 15 str in 38 armor too.
so you think it is a good idea that the 123 length sword outranges my 153 length polearm and with it's super-fast stab one-hits my 15 str with 38 armor?
You'll have to provide more proof than your word for this, though.
Well to me it seems that the stab attack is by far the best attack option for most twohanders and especially those that use german greatsword, which is a great part of the 2h because of its good stab. It is fast, long ranged, very good against armor and taken from my personal experience the average player sucks most at blocking stabs. Thats why this attack is overpowered, not the weapon compared to polearms, but the stab compared to the other attacks. In my opinion either range or damage should be reduced and damage on swings should be increased. This way the weapon keeps its quality only distributed better among its available attacks.
Well to me it seems that the stab attack is by far the best attack option for most twohanders and especially those that use german greatsword, which is a great part of the 2h because of its good stab. It is fast, long ranged, very good against armor and taken from my personal experience the average player sucks most at blocking stabs. Thats why this attack is overpowered, not the weapon compared to polearms, but the stab compared to the other attacks. In my opinion either range or damage should be reduced and damage on swings should be increased. This way the weapon keeps its quality only distributed better among its available attacks.
so you think it is a good idea that the 123 length sword outranges my 153 length polearm and with it's super-fast stab one-hits my 15 str with 38 armor?
I've just been on the duel server and i noticed, that the lolstab outranges all the attacks i can perform with my long hafted blade... by far.
I dont see why a 123 length weapon should outrange a 153 weapon by far, even though it is a sword... it just doesnt make sense to me.
Therefore i think that this should be fixed.
Polearms in general are too short and too fast. They should be longer, slower and do more pierce damage. What is the difference between an LHB and a 2h sword? One has better swings, the other better thrust (but it should actually be the other way around), but overall they play almost the same. If you must have polearms that feel like 2h swords, at least buff the ones without swings a bit. The same pierce damage as a sword is just not right.
Here's why:
A two handed sword is held at one end of the weapon, with your hands either close together or less than a foot apart. When you a stab lunge, you get nearly the entire length of the weapon in extension. You lose just the near bit where your hands are holding it and you can extend fully in front of you.
A polearm is held with one hand back a foot or so from rear of the weapon, and the other hand about 3 feet or more from the end of the weapon. When you thrust with it, you are turned sideways. Try doing that and you will see that your rear hand will extend less than a foot past your front shoulder.
So yes, a "shorter" 2 hand sword when thrust will exceed the range of a polearm due to the way you hold, thrus,t and swing the polearm.
well, first of all, i don't say thrust shouldnt be the best sword attack, i just say that right now it's too good compared to the other attacks
What I would focus on is real problems, like the rising amount of horse xbowmen these days.
death, reevaluate yourself. Meanwhile Pikes and Polearm users can point blank stab people and not glance(the new lolstab).
Once upon a time one archer could have killed these idiots.
2hand swords already got a nerf in animation and pierce damage. If you still think they need to be nerfed because you can't play back pedal polearm hero and spam someone to death, reevaluate yourself. Meanwhile Pikes and Polearm users can point blank stab people and not glance(the new lolstab).2h got a NERF in animation? What are you smoking? :?
2h got a NERF in animation? What are you smoking? :?
Also, 2h and 1h can stab people point blank with much more ease than polearms ;d
And the 2H stab bounces a lot, at least with the German Greatsword. If you watch people like Phyrex of course it looks like it never bounces because he always gets the sweetspot range, but watch an average player (me :oops:) and you will see it bounces quite easy if you do it too close.
considering a 160 lenght Glaive has about the same stab range, maybe slighty longer.
Well I haven't tested it so you might be right. But the lolstab is definetly shorter than the stab of an 174 long english bill for example, so it's impossible to have +80 range.
1. realism isnt an argument in CRPG
2. in that case, the polearm thrust would have much more power, and therefore gonig much more damage (instead of the other way around as it is now)
A simple mouse movement lets you thrust at even point blank range with a 2h sword for almost maximum damage. And with the current animation, the attack connects super-fast.
Uh, spin thrust or not, 2h stab whiffs less than polearm stab.
2. Polearms are balanced. The thrust for 2Hander is working properly.
Not at close range. I use both longsword and Bec. I know.
1. Your opinion isn't an argument in cRPG. How about them apples?
(click to show/hide)
Seeing as the way it works now is the way I say it should, you seem to be the one caught short aren't you?
no, because right now we are discussing wether or not lolstab should be nerfed, and in any discussion, you need arguments
I have multiple characters and my main is close to Gen 9. If you HAVEN'T used both of those weapons, what exactly HAVE you been doing while playing cRPG? You need to facepalm yourself :rolleyes:
Unless you're new and started Post-Patch, you'd know the 2hand thrust has been nerfed hard (animation & damage). The length animation is no where near what it use to be. If you still have problems with an already nerfed thrust, you need more practice.
And now people are complaining that the nerf made it into a "machine gun". It's a sword, it should be fast. ONE single block move eliminates this so called advantage. Why should polearms have the best length, damage, versatility, selection, animations, bonuses, STUNS AND speed?
Guess what; blocking down eliminates all your woes, so practice.
first - if you were able to block every attack, all your crpg problems would be solved (except ranged)
and:
1. polearms don't have the best length as the best polearms are outranged lolstab of the best swords
2. polearms doesnt ahve best damage (except if you take one with 80 speed)
3. speed is balanced, depends on what you chose
4. animations is a matter of opinion
1. get the pics nao because from everything i've seen it's not true. also show the damage it does at max range.
i disagree with you sorry iv been going thourgh the games psychics with an hex editor and im pritty sure that i know what the distances on each weapon truely is thanks.
I just decoded the collision detection routine (using Notepad) and it shows you're wrong.
I just decoded the collision detection routine (using Notepad) and it shows you're wrong.
i know it's true and that's pretty much all that matters to me.
post code please =)
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K. It's in hex format, but since you said you know how to hex edit I'm sure it's fine.Code: [Select]B8 18 27 00 00 E8 26 43 16 00 D9 E8 8B 84 24 30
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8B 44 24 7C D9 44 24 70 89 84 24 10 01 00 00 D9
C0 D8 4E 70 D9 5C 24 44 D9 46 74 D8 C9 D9 5C 24
48 D9 46 78 D8 C9 D9 5C 24 4C D9 86 90 00 00 00
D8 44 24 44 D9 9C 24 C4 00 00 00 8B 94 24 C4 00
00 00 D9 86 94 00 00 00 89 94 24 4C 01 00 00 D8
44 24 48 8B 94 24 D0 00 00 00 89 94 24 58 01 00
00 D9 9C 24 C8 00 00 00 8B 84 24 C8 00 00 00 D9
86 98 00 00 00 89 84 24 50 01 00 00 D8 44 24 4C
D9 9C 24 CC 00 00 00 8B 8C 24 CC 00 00 00 D9 46
30 89 8C 24 54 01 00 00 D8 CA D9 5C 24 44 D9 46
34 D8 CA D9 5C 24 48 D9 46 38 DE CA D9 C9 D9 5C
24 4C D9 46 50 D8 44 24 44 D9 9C 24 A4 00 00 00
8B 84 24 A4 00 00 00 D9 46 54 89 84 24 6C 02 00
00 D8 44 24 48 8B 84 24 B0 00 00 00 89 84 24 78
02 00 00 D9 9C 24 A8 00 00 00 8B 8C 24 A8 00 00
00 D9 46 58 89 8C 24 70 02 00 00 D8 44 24 4C D9
9C 24 AC 00 00 00 8B 94 24 AC 00 00 00 D9 46 30
89 94 24 74 02 00 00 D8 C9 D9 5C 24 44 D9 46 34
D8 C9 D9 5C 24 48 D8 4E 38 D9 5C 24 4C D9 44 24
44 D8 46 50 D9 9C 24 D4 00 00 00 8B 8C 24 D4 00
00 00 D9 46 54 89 8C 24 18 01 00 00 D8 44 24 48
8B 8C 24 E0 00 00 00 89 8C 24 24 01 00 00 D9 9C
24 D8 00 00 00 8B 94 24 D8 00 00 00 D9 46 58 89
94 24 1C 01 00 00 D8 44 24 4C D9 9C 24 DC 00 00
00 8B 84 24 DC 00 00 00 D9 44 24 74 89 84 24 20
01 00 00 D8 A4 24 A4 00 00 00 D9 9C 24 90 00 00
00 8B 94 24 90 00 00 00 D9 44 24 78 89 94 24 E8
00 00 00 D8 A4 24 A8 00 00 00 8B 94 24 9C 00 00
00 89 94 24 F4 00 00 00 D9 9C 24 94 00 00 00 8B
84 24 94 00 00 00 D9 44 24 7C 89 84 24 EC 00 00
00 D8 A4 24 AC 00 00 00 D9 9C 24 98 00 00 00 8B
8C 24 98 00 00 00 D9 84 24 C4 00 00 00 89 8C 24
F0 00 00 00 D8 A4 24 D4 00 00 00 D9 9C 24 B4 00
00 00 8B 84 24 B4 00 00 00 D9 84 24 C8 00 00 00
89 84 24 A4 00 00 00 D8 A4 24 D8 00 00 00 8B 84
24 C0 00 00 00 89 84 24 B0 00 00 00 D9 9C 24 B8
00 00 00 8B 8C 24 B8 00 00 00 D9 84 24 CC 00 00
00 89 8C 24 A8 00 00 00 D8 A4 24 DC 00 00 00 D9
9C 24 BC 00 00 00 8B 94 24 BC 00 00 00 D9 84 24
90 00 00 00 89 94 24 AC 00 00 00 D9 84 24 94 00
00 00 D9 84 24 98 00 00 00 D9 C1 DE CA D9 C2 DE
CB D9 C9 DE C2 DC C8 DE C1 D9 5C 24 3C D9 44 24
3C E8 9A 0B 16 00 D9 5C 24 3C D9 44 24 3C 8D 4C
24 3C D9 9C 24 84 00 00 00 51 D9 84 24 88 00 00
00 DC 35 10 B4 8C 00 D9 5C 24 40 E8 D0 35 F5 FF
D9 05 18 78 8C 00 40 D9 1C 24 8D 94 24 0C 01 00
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50 8D 8C 24 C0 01 00 00 E8 23 C8 F3 FF EB 2C 8D
8C 24 3C 01 00 00 DD D8 51 8B CF E8 90 57 FF FF
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C7 84 24 A0 00 00 00 01 00 00 00 33 ED 89 5C 24
60 88 5C 24 67 89 5C 24 6C 89 AC 24 E4 00 00 00
39 5E 08 0F 85 1F 03 00 00 8D 84 24 B4 01 00 00
50 8D 8C 24 AC 03 00 00 E8 43 60 ED FF D9 EE 8B
94 24 A8 03 00 00 D9 9C 24 2C 04 00 00 8B 42 38
8D 8C 24 A8 03 00 00 FF D0 3B FB 0F 85 CC 01 00
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8D 8C 24 B4 00 00 00 D8 A4 24 EC 03 00 00 D9 9C
24 B4 00 00 00 D9 84 24 00 04 00 00 D8 A4 24 F0
03 00 00 D9 9C 24 B8 00 00 00 D9 84 24 04 04 00
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9C 1D ED FF 8B BC 24 2C 27 00 00 D9 5C 24 14 8B
0F D9 E8 51 D9 5C 24 30 8B 0D 1C 3E 9F 00 83 C1
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24 58 75 0A D9 05 28 B0 8C 00 D9 5C 24 58 D9 44
24 14 DC 1D C0 86 8C 00 DF E0 F6 C4 41 0F 85 25
02 00 00 8B 07 8B 0D 1C 3E 9F 00 50 83 C1 04 E8
1C 6F F7 FF 85 C0 0F 84 0C 02 00 00 D9 44 24 2C
DC 15 C0 86 8C 00 DF E0 F6 C4 41 0F 85 F5 01 00
00 D9 44 24 58 DE D9 DF E0 F6 C4 41 0F 85 E6 01
00 00 D9 44 24 14 51 DC 25 88 78 8C 00 8D 8C 24
40 01 00 00 8D 94 24 F0 03 00 00 D9 5C 24 40 D9
84 24 B8 00 00 00 D9 44 24 40 D9 C0 DE CA D9 C9
D9 5C 24 48 D9 84 24 BC 00 00 00 D8 C9 D9 5C 24
4C D8 8C 24 C0 00 00 00 D9 5C 24 50 D9 84 24 F0
03 00 00 D8 44 24 48 D9 9C 24 40 01 00 00 D9 84
24 F4 03 00 00 D8 44 24 4C D9 9C 24 44 01 00 00
D9 84 24 F8 03 00 00 D8 44 24 50 D9 9C 24 48 01
00 00 D9 84 24 30 04 00 00 D9 1C 24 51 52 8D 8C
24 B4 03 00 00 E8 06 C6 F3 FF 8D 44 24 1B 50 8D
4C 24 70 51 8B 4C 24 24 8D 94 24 34 01 00 00 52
8D 84 24 B4 03 00 00 50 53 88 5C 24 2F E8 2E 92
FF FF 8B E8 89 AC 24 E4 00 00 00 EB 48 88 5C 24
1B 3B FB 74 11 8D 8C 24 3C 01 00 00 51 8B CF E8
3C 55 FF FF EB 02 33 C0 8D 54 24 1B 52 8D 4C 24
70 51 8D 94 24 34 01 00 00 52 8D 8C 24 B4 03 00
00 51 8B 4C 24 2C 50 E8 E4 91 FF FF 8B E8 89 84
24 E4 00 00 00 3B EB 0F 84 CB 00 00 00 8B 44 24
6C 3B C3 0F 84 BF 00 00 00 F7 40 08 00 00 02 00
0F 84 B2 00 00 00 39 58 20 74 03 8B 40 20 50 B9
D8 B8 C0 01 E8 37 35 EF FF 8B F8 3B FB 0F 84 95
00 00 00 39 1D FC B8 C0 01 0F 84 89 00 00 00 8D
56 50 52 8D 44 24 78 50 8D 8E 90 00 00 00 E8 4D
1B ED FF 8D 4C 24 74 E8 74 1B ED FF DD D8 E8 7D
3C EC FF DC 0D 20 78 8C 00 8D 4C 24 74 51 DC 05
can you also upload the template filel you used for the code..
can you also upload the VB code you edited in notepad,
and also anserw my previous question about how you worked out the distance between 2 clients using the collision routine as that only shows the viarables of a clients hitbox.
well i cant really do much without the template file as i use programs to do my hex editing im not very good at stringing hex.
Why don't you show your template file?i asked you the question first did i not? why cant you upload your notepad that you decoded the so called collision routine.. like i said only shows viarables of a clients hitbox. my template file is taken from the INI files in M&B folder, im sure you know what I ment by template file yes? to load the data into a program to allow it to decode the text for me.
i asked you the question first did i not? why cant you upload your notepad that you decoded the so called collision routine.. like i said only shows viarables of a clients hitbox. my template file is taken from the INI files in M&B folder, im sure you know what I ment by template file yes? to load the data into a program to allow it to decode the text for me.
Why don't you show your template file?
Here's my notepad: http://www.mediafire.com/?o4ks2uhwyxbscl5Nice, A notepad in EXE format sure.
Your turn now.
Nice, A notepad in EXE format sure.
Nice, A notepad in EXE format sure.
What format do you want? Tell me and I shall deliver.Copy and paste into a spioler, Also how did you work out the distance on a weapon using viarables on clients hitbox area? because that is what the collision routine is.
ready_slashleft_twohanded 1678901248 1679818762 1
0.350000 slashleft_twohanded 12 16 7 0 0.0 0.0 0.0 0.0
release_slashleft_twohanded 1678901248 2183135242 1
0.610000 slashleft_twohanded 16 38 6 0 0.0 0.0 0.0 0.0
release_slashleft_twohanded_continue 0 572522497 1
0.500000 slashleft_twohanded 38 52 2 0 0.0 0.0 0.0 0.0
blocked_slashleft_twohanded 1678770176 35651599 1
0.300000 anim_human 26425 26420 6 0 0.0 0.0 0.0 0.0
parried_slashleft_twohanded 1678770176 35651599 1
0.600000 anim_human 26425 26420 6 0 0.0 0.0 0.0 0.0
ready_thrust_twohanded 1678835712 1679818762 1
0.350000 2h_sword_thrust_full_3.11.10 0 5 7 0 0.0 0.0 0.0 0.0
release_thrust_twohanded 1678835712 2183135242 1
0.610000 2h_sword_thrust_full_3.11.10 5 29 6 0 0.0 0.0 0.0 0.0
release_thrust_twohanded_continue 0 572522497 1
0.100000 2h_sword_thrust_full_3.11.10 29 43 2 0 0.0 0.0 0.0 0.0
blocked_thrust_twohanded 0 35651599 1
0.600000 anim_human 26015 26016 6 0 0.0 0.0 0.0 0.0
parried_thrust_twohanded 0 35651599 1
0.700000 anim_human 26015 26016 6 0 0.0 0.0 0.0 0.0
ready_overswing_twohanded 524288 1679818762 1
0.350000 attacks_twohanded_overswing 11 26 7 0 0.0 0.0 0.0 0.0
release_overswing_twohanded 524288 2183135242 1
0.610000 attacks_twohanded_overswing 26 55 6 0 0.0 0.0 0.0 0.0
release_overswing_twohanded_continue 0 572522497 1
0.500000 attacks_twohanded_overswing 55 66 2 0 0.0 0.0 0.0 0.0
blocked_overswing_twohanded 0 35651599 1
0.300000 anim_human 26215 26212 6 0 0.0 0.0 0.0 0.0
parried_overswing_twohanded 0 35651599 1
0.600000 anim_human 26215 26212 6 0 0.0 0.0 0.0 0.0
ready_thrust_onehanded 1679884800 1679843338 1
0.350000 attacks_thrust_onehanded 5 13 7 0 0.0 0.0 0.0 0.0
release_thrust_onehanded 1679884800 2183159818 1
0.620000 attacks_thrust_onehanded 12 32 6 0 0.0 0.0 0.0 0.0
release_thrust_onehanded_continue 0 572547073 1
0.300000 attacks_thrust_onehanded 32 54 2 0 0.0 0.0 0.0 0.0
blocked_thrust_onehanded 512 35676175 1
0.600000 anim_human 28515 28513 6 0 0.0 0.0 0.0 0.0
parried_thrust_onehanded 512 35676175 1
0.700000 anim_human 28515 28513 6 0 0.0 0.0 0.0 0.0
ready_thrust_onehanded_horseback 1679884800 1679843338 1
0.350000 attacks_thrust_onehanded 5 13 7 0 0.0 0.0 0.0 0.0
release_thrust_onehanded_horseback 1679884800 2183159818 1
0.620000 attacks_thrust_onehanded 12 32 6 0 0.0 0.0 0.0 0.0
release_thrust_onehanded_horseback_continue 0 572547073 1
0.300000 attacks_thrust_onehanded 32 54 2 0 0.0 0.0 0.0 0.0
blocked_thrust_onehanded_horseback 512 35676175 1
0.600000 anim_human 28515 28513 6 0 0.0 0.0 0.0 0.0
parried_thrust_onehanded_horseback 512 35676175 1
0.700000 anim_human 28515 28513 6 0 0.0 0.0 0.0 0.0
ready_thrust_onehanded_lance 1679884800 1679843338 1
0.350000 thrust_onehanded_lance_hb 5 8 7 0 0.0 0.0 0.0 0.0
release_thrust_onehanded_lance 1679884800 2183159818 1
0.620000 thrust_onehanded_lance_hb 8 33 6 0 0.0 0.0 0.0 0.0
release_thrust_onehanded_lance_continue 0 572547073 1
0.100000 thrust_onehanded_lance_hb 33 45 2 0 0.0 0.0 0.0 0.0
blocked_thrust_onehanded_lance 512 35676175 1
0.600000 anim_human 29515 29513 6 0 0.0 0.0 0.0 0.0
parried_thrust_onehanded_lance 512 35676175 1
0.700000 anim_human 29515 29513 6 0 0.0 0.0 0.0 0.0
ready_slashright_onehanded 1679949824 1679818762 1
0.350000 attacks_single_righttoleft 2 5 7 0 0.0 0.0 0.0 0.0
release_slashright_onehanded 1679949824 2183135242 1
0.600000 attacks_single_righttoleft 5 28 6 0 0.0 0.0 0.0 0.0
release_slashright_onehanded_continue 0 572522497 1
0.400000 attacks_single_righttoleft 28 44 2 0 0.0 0.0 0.0 0.0
blocked_slashright_onehanded 0 35651599 1
0.300000 parry_single_righttoleft 0 14 6 0 0.0 0.0 0.0 0.0
parried_slashright_onehanded 0 35651599 1
0.600000 parry_single_righttoleft 0 14 6 0 0.0 0.0 0.0 0.0
ready_slashleft_onehanded 1680080896 1679818762 1
0.350000 attacks_single_lefttoright 4 11 7 0 0.0 0.0 0.0 0.0
release_slashleft_onehanded 1680080896 2183135242 1
0.610000 attacks_single_lefttoright 11 29 6 0 0.0 0.0 0.0 0.0
release_slashleft_onehanded_continue 0 572522497 1
0.400000 attacks_single_lefttoright 29 43 2 0 0.0 0.0 0.0 0.0
blocked_slashleft_onehanded 0 35651599 1
0.300000 parry_single_lefttoright 0 75 6 0 0.0 0.0 0.0 0.0
parried_slashleft_onehanded 0 35651599 1
0.600000 parry_single_lefttoright 0 75 6 0 0.0 0.0 0.0 0.0
ready_overswing_onehanded 524800 1679839242 1
0.350000 attacks_single_overswing 5 16 7 0 0.0 0.0 0.0 0.0
release_overswing_onehanded 524800 2183155722 1
0.600000 attacks_single_overswing 16 37 6 0 0.0 0.0 0.0 0.0
release_overswing_onehanded_continue 0 572542977 1
0.200000 attacks_single_overswing 37 40 2 0 0.0 0.0 0.0 0.0
blocked_overswing_onehanded 512 35672079 1
0.300000 anim_human 29315 29310 6 0 0.0 0.0 0.0 0.0
parried_overswing_onehanded 512 35672079 1
Copy and paste into a spioler, Also how did you work out the distance on a weapon using viarables on clients hitbox area? because that is what the collision routine is.Code: [Select]ready_slashleft_twohanded 1678901248 1679818762 1
0.350000 slashleft_twohanded 12 16 7 0 0.0 0.0 0.0 0.0
release_slashleft_twohanded 1678901248 2183135242 1
0.610000 slashleft_twohanded 16 38 6 0 0.0 0.0 0.0 0.0
release_slashleft_twohanded_continue 0 572522497 1
0.500000 slashleft_twohanded 38 52 2 0 0.0 0.0 0.0 0.0
blocked_slashleft_twohanded 1678770176 35651599 1
0.300000 anim_human 26425 26420 6 0 0.0 0.0 0.0 0.0
parried_slashleft_twohanded 1678770176 35651599 1
0.600000 anim_human 26425 26420 6 0 0.0 0.0 0.0 0.0
ready_thrust_twohanded 1678835712 1679818762 1
0.350000 2h_sword_thrust_full_3.11.10 0 5 7 0 0.0 0.0 0.0 0.0
release_thrust_twohanded 1678835712 2183135242 1
0.610000 2h_sword_thrust_full_3.11.10 5 29 6 0 0.0 0.0 0.0 0.0
release_thrust_twohanded_continue 0 572522497 1
0.100000 2h_sword_thrust_full_3.11.10 29 43 2 0 0.0 0.0 0.0 0.0
blocked_thrust_twohanded 0 35651599 1
0.600000 anim_human 26015 26016 6 0 0.0 0.0 0.0 0.0
parried_thrust_twohanded 0 35651599 1
0.700000 anim_human 26015 26016 6 0 0.0 0.0 0.0 0.0
ready_overswing_twohanded 524288 1679818762 1
0.350000 attacks_twohanded_overswing 11 26 7 0 0.0 0.0 0.0 0.0
release_overswing_twohanded 524288 2183135242 1
0.610000 attacks_twohanded_overswing 26 55 6 0 0.0 0.0 0.0 0.0
release_overswing_twohanded_continue 0 572522497 1
0.500000 attacks_twohanded_overswing 55 66 2 0 0.0 0.0 0.0 0.0
blocked_overswing_twohanded 0 35651599 1
0.300000 anim_human 26215 26212 6 0 0.0 0.0 0.0 0.0
parried_overswing_twohanded 0 35651599 1
0.600000 anim_human 26215 26212 6 0 0.0 0.0 0.0 0.0
ready_thrust_onehanded 1679884800 1679843338 1
0.350000 attacks_thrust_onehanded 5 13 7 0 0.0 0.0 0.0 0.0
release_thrust_onehanded 1679884800 2183159818 1
0.620000 attacks_thrust_onehanded 12 32 6 0 0.0 0.0 0.0 0.0
release_thrust_onehanded_continue 0 572547073 1
0.300000 attacks_thrust_onehanded 32 54 2 0 0.0 0.0 0.0 0.0
blocked_thrust_onehanded 512 35676175 1
0.600000 anim_human 28515 28513 6 0 0.0 0.0 0.0 0.0
parried_thrust_onehanded 512 35676175 1
0.700000 anim_human 28515 28513 6 0 0.0 0.0 0.0 0.0
ready_thrust_onehanded_horseback 1679884800 1679843338 1
0.350000 attacks_thrust_onehanded 5 13 7 0 0.0 0.0 0.0 0.0
release_thrust_onehanded_horseback 1679884800 2183159818 1
0.620000 attacks_thrust_onehanded 12 32 6 0 0.0 0.0 0.0 0.0
release_thrust_onehanded_horseback_continue 0 572547073 1
0.300000 attacks_thrust_onehanded 32 54 2 0 0.0 0.0 0.0 0.0
blocked_thrust_onehanded_horseback 512 35676175 1
0.600000 anim_human 28515 28513 6 0 0.0 0.0 0.0 0.0
parried_thrust_onehanded_horseback 512 35676175 1
0.700000 anim_human 28515 28513 6 0 0.0 0.0 0.0 0.0
ready_thrust_onehanded_lance 1679884800 1679843338 1
0.350000 thrust_onehanded_lance_hb 5 8 7 0 0.0 0.0 0.0 0.0
release_thrust_onehanded_lance 1679884800 2183159818 1
0.620000 thrust_onehanded_lance_hb 8 33 6 0 0.0 0.0 0.0 0.0
release_thrust_onehanded_lance_continue 0 572547073 1
0.100000 thrust_onehanded_lance_hb 33 45 2 0 0.0 0.0 0.0 0.0
blocked_thrust_onehanded_lance 512 35676175 1
0.600000 anim_human 29515 29513 6 0 0.0 0.0 0.0 0.0
parried_thrust_onehanded_lance 512 35676175 1
0.700000 anim_human 29515 29513 6 0 0.0 0.0 0.0 0.0
ready_slashright_onehanded 1679949824 1679818762 1
0.350000 attacks_single_righttoleft 2 5 7 0 0.0 0.0 0.0 0.0
release_slashright_onehanded 1679949824 2183135242 1
0.600000 attacks_single_righttoleft 5 28 6 0 0.0 0.0 0.0 0.0
release_slashright_onehanded_continue 0 572522497 1
0.400000 attacks_single_righttoleft 28 44 2 0 0.0 0.0 0.0 0.0
blocked_slashright_onehanded 0 35651599 1
0.300000 parry_single_righttoleft 0 14 6 0 0.0 0.0 0.0 0.0
parried_slashright_onehanded 0 35651599 1
0.600000 parry_single_righttoleft 0 14 6 0 0.0 0.0 0.0 0.0
ready_slashleft_onehanded 1680080896 1679818762 1
0.350000 attacks_single_lefttoright 4 11 7 0 0.0 0.0 0.0 0.0
release_slashleft_onehanded 1680080896 2183135242 1
0.610000 attacks_single_lefttoright 11 29 6 0 0.0 0.0 0.0 0.0
release_slashleft_onehanded_continue 0 572522497 1
0.400000 attacks_single_lefttoright 29 43 2 0 0.0 0.0 0.0 0.0
blocked_slashleft_onehanded 0 35651599 1
0.300000 parry_single_lefttoright 0 75 6 0 0.0 0.0 0.0 0.0
parried_slashleft_onehanded 0 35651599 1
0.600000 parry_single_lefttoright 0 75 6 0 0.0 0.0 0.0 0.0
ready_overswing_onehanded 524800 1679839242 1
0.350000 attacks_single_overswing 5 16 7 0 0.0 0.0 0.0 0.0
release_overswing_onehanded 524800 2183155722 1
0.600000 attacks_single_overswing 16 37 6 0 0.0 0.0 0.0 0.0
release_overswing_onehanded_continue 0 572542977 1
0.200000 attacks_single_overswing 37 40 2 0 0.0 0.0 0.0 0.0
blocked_overswing_onehanded 512 35672079 1
0.300000 anim_human 29315 29310 6 0 0.0 0.0 0.0 0.0
parried_overswing_onehanded 512 35672079 1
Uh, what does that have to do with anything? That's just actions.txt, and there's nothing about the range in there.lol? that is the animation which if used with viarables you can see where the animations end im sure you should know that.
lol? that is the animation which if used with viarables you can see where the animations end im sure you should know that.
Has anyone really been far even as decided to use even go want to do look more like?that makes sense
that makes sense
Has anyone really been far even as decided to use even go want to do look more like?
About as much as your post. :DYes if you say so, I havnt really seen you make much sense as you say your using the collision dection routine to work out the distance on weapons, when that only shows the clients hitbox's. The string I posted was from the ACTION.TXT which I used as a template with the Viarables folder to decode the end of each string to find out where the animation ends which shows you the distance.
Yes if you say so, I havnt really seen you make much sense as you say your using the collision dection routine to work out the distance on weapons, when that only shows the clients hitbox's. The string I posted was from the ACTION.TXT which I used as a template with the Viarables folder to decode the end of each string to find out where the animation ends which shows you the distance.
It depends on the actual filesystem layout of your Viarables folder. If the IO is memory mapped, you could get clear values indicating start and end frame of animation, thus making range calculation trivial. However, in the case of shared memory, it's much more difficult to decode the IPO keys. This leads to fuzzy and inaccurate values; to get the proper ones you should run them through a Mersenne Twister pseudo-random number generator and RSA-decode them with at least 256 bits key length.umm ok? i see what your saynig but why does that have relevance?
umm ok? i see what your saynig but why does that have relevance?
It doesn't? Obviously, the output is taken from an auto-flushing output file stream, and you can't demangle the quad-words just like that. Add to that that the animations are used in conjunction with strategic entities, and decoding the actual range becomes much more challenging (or impossible, if you don't know the linkage convention used by the compiler).thats in no way how i decoded it as it would liek you said be impossible.
Is that how you decoded it?
thats in no way how i decoded it as it would liek you said be impossible.
So, how exactly did you do it? Did you just use a template file and a hex editor to derive the normalized representation of the data structures? That would work as well, but only a very experienced reverse engineer with good knowledge of Visual Basic could pull that off.Like i said before 3 times i think.. I done it in HEX with a template file im sure i can quote my posts.
Like i said before 3 times i think.. I done it in HEX.
Ok, I got that. But which method of integral derivation did you use? Did you apply a Fourier Transform and then decoded the stream through an RSR232 port at TTL level? Or did you go for a simpler but far more effective matrix inversion coupled with a simulated capsule bounding body collision (in a B-Tree domain, obviously)?sowe i cant be arsed anymore lol i wanna go play.. but i did use matrix linear algebra in combination with simulated capsule rigid bdy collision.
Forgive my curiosity, but what you achieved is very impressive and I would like to know more about it.
sowe i cant be arsed anymore lol i wanna go play.. but i did use matrix linear algebra in combination with simulated capsule rigid bdy collision.
;dsorry but i never implyed that or did i? im sure i anserwed your question breif.. as you are talking about bounding body collision is completly wrong as its based on a rigid collision LIKE i said im going to play. bye
See, I knew you weren't able to hex edit!
sorry but i never implyed that or did i? im sure i anserwed your question breif.. as you are talking about bounding body collision is completly wrong as its based on a rigid collision LIKE i said im going to play. bye
Making up excuses doesn't work with me, I can see right through it!im pritty sure i anserwed your question.
im pritty sure i anserwed your question.
At least put some effort into your trolling, FFS. :(effort? i had u going for over 3 hours :P
effort? i had u going for over 3 hours :P
You didn't realize that my posts were just random words thrown together?
Troll got trolled. :lol:
PS. what u was saying about a matrix combination with a rigid body collision was actually correct apart from the "bounding" part u added. as 3D objects require a rigid body to hit each other.
@CMP, if you do have the animation ranges and maybe the speeds, could we have them please? I'd quite like an updated animation range/speed list. Pretty please?
Back on topic. lol-stab is funky and weird and keeps bizarre hit ranges. :lol:
Back on topic. lol-stab is funky and weird and keeps bizarre hit ranges. :lol:
I think it has to do with 360 degree turning angles.. Or like someone else said when you're running full fledged towards a wall you can make 90 degree turns.
Can we nerf overheads too if lolstab gets nerfed ;)
I have no problem with stabs i block them well but overheads are so ugly to block i guess they need a hard nerf ;)
Probably best would be only to allow rightswings.
Can we nerf overheads too if lolstab gets nerfed ;)
I have no problem with stabs i block them well but overheads are so ugly to block i guess they need a hard nerf ;)
Probably best would be only to allow rightswings.
+1, 2h weapons should have right swing as the only attack, they are too OP anyway, this would only make them balanced.
Why not just replace all 4 directional attack with one hilt attack that does 3 blunt dmg. This way we can really have balance.
3?!! That's too OP man, cmon, 1 blunt damage is definetly more than enough.
NO!+1
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BALANCE!!!