nothing is wrong with kiting.
Not sure if it's possible to code this but here goes:It is.
When an archer is holding a bow, his athletics are reduced to a third (kind of like in rageball with the ball carrier).
When an archer is holding his melee weapon or has his bow sheathed, his athletics are normal.
When an archer switches from bow to melee or sheaths his bow, his athletics are still reduced to a third for 3 seconds (could be lower or higher).
When he is switching back to his bow he already goes back to a third of his athletics.
#limit moving speed
moving_speed_limiter = (
0.5, 0, 0,
[
(this_or_next|multiplayer_is_server),
(neg|game_in_multiplayer_mode),
(try_for_agents, ":agent"),
(gt, ":agent", -1),
(agent_is_alive, ":agent"),
(agent_is_human, ":agent"),
(agent_get_horse, ":horse", ":agent"),
(le, ":horse", 0),
(assign, ":speed", 100),
(agent_get_wielded_item, ":weapon", ":agent", 0),
(try_begin),
(gt, ":weapon", 0),
(item_get_type, ":weapon_type", ":weapon"),
(agent_get_attack_action, ":attack_action", ":agent"),
(try_begin),#Player
(neg|agent_is_non_player, ":agent"),
(try_begin),
(eq, ":weapon_type", itp_type_bow),
(try_begin),
(this_or_next|eq, ":attack_action", 1),#readying_attack
(eq, ":attack_action", 2),#releasing_attack
(assign, ":speed", 60),
(try_end),
(else_try),
(this_or_next|eq, ":weapon_type", itp_type_crossbow),
(eq, ":weapon_type", itp_type_musket),
(try_begin),
(this_or_next|eq, ":attack_action", 1),#readying_attack
(eq, ":attack_action", 2),#releasing_attack
(assign, ":speed", 70),
(else_try),
(eq, ":attack_action", 5),#reloading
(assign, ":speed", 40),
(try_end),
(else_try),
(eq, ":weapon_type", itp_type_pistol),
(try_begin),
(this_or_next|eq, ":attack_action", 1),#readying_attack
(eq, ":attack_action", 2),#releasing_attack
(assign, ":speed", 90),
(else_try),
(eq, ":attack_action", 5),#reloading
(assign, ":speed", 60),
(try_end),
(try_end),
(else_try),#Bot
(this_or_next|eq, ":weapon_type", itp_type_bow),
(this_or_next|eq, ":weapon_type", itp_type_crossbow),
(this_or_next|eq, ":weapon_type", itp_type_musket),
(this_or_next|eq, ":weapon_type", itp_type_pistol),
(eq, ":weapon_type", itp_type_thrown),
(try_begin),
(this_or_next|eq, ":attack_action", 1),#readying_attack
(this_or_next|eq, ":attack_action", 2),#releasing_attack
(eq, ":attack_action", 5),#reloading
(assign, ":speed", 0),
(try_end),
(try_end),
(try_end),
(agent_slot_eq, ":agent", slot_agent_walk, 0),
(agent_slot_eq, ":agent", slot_agent_sprint_time, 0),
(agent_set_speed_modifier, ":agent", ":speed"),
(try_end),
], [])
You Ser,I know its impossible thats why I think the wpf system should be reworked.
make a good point here.
I would love this but the wpf penalty kinda makes it impossible.
Correct shield coverage would make shields useless against ranged since it is so easy to aim.
Correct shield coverage would make shields useless against ranged since it is so easy to aim.
Alternatively, disable archers from reaching sprint speed (the sudden speed up you normally do after 3 seconds of purely running forward) This will still allow ye old shoot & sidestep and minor repositioning, but they can't outspeed infantry when they are carrying their bow. So if they want to run, they have to switch to their melee weapon, which in turn disables them to run and shoot and might actually motivate people to get melee proficiency and become a proper battle archer.
Apart from that I think the archer wpf system should be reworked so an archer can wear some decent armor and be somewhat decent in melee, while retaining their current archer strength. I am fine with archers as long as they stand and fight. Force archers to become light/medium bow armed soldiers, instead of the peasants with bows they are now.
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Thats an archer.
Its funny... When archers werent forced into pure archery because of PD - wpf requirements and slot system people cried about how they shouldnt be decent in melee. Now they they dont do melee you cry for them too. Make up your mind.
Btw.
Melee cry about everything.
There are little to no threads where archers cry.
Lol.