Azylaminaz
Vox Populi
- Reaction score
- 91
I searched TheHelper for all instances of "buffer".
What exactly does the range motion buffer do?
What exactly does the range motion buffer do?
im pretty sure its how far the missle can travel past the attack range to count as hitting the target, so if the attack animation or attack cooldown is high, and the unit has a lower motion buffer, it is more likely a unit will be able to escape the attack than a unit with fast attack speed/fast animation/ higher motion buffer
My guess:
!just a guess!
When a unit trys to attack another unit, which is currently moving, it will continue the attack as long as the other unit is not anymore in the range motion buffer...
I made the following experiment...
I had Unit A, a (ranged) attacker with 400 range and 2000 range motion buffer
I had Unit B, a normal unit with speed 500 and no attack (to avoid automovement)...
Than I wrote a trigger, which causes Unit B to run in another map corner when Unit A comes in Range 500 of it, which means still outside attackrange.
So I ordered Unit A to attack Unit B, Unit B started movement in time, was still in attackrange, but got out of it right after. in this short period of the time the attack of unit a was started, done and unit b took damage.
Afterwards I set range motion buffer for Unit A to 10. Ingame I ordered Unit A to attack unit B. Unit B started moving but was still in range, when Unit A stoped and began the attack action. Unit B continued Movement and got out of attackrange. unit a cancelled attack and unit b took no damage...
So my results:
A Unit starts attacking when another unit is in attackrange, but it will stop the attack as soon as the difference between the two units becomes greater than attackrange + range motion buffer
EDIT:
>I think is how accurately you can see the missile art when a unit throws a projectile.
I think that is rather unlikely because meelee units without attack missile animations have also a range motion buffer
Thanks. At first I thought it was Iwan's idea, but I had no clue. ^.^ Now to set it to like... hmmm.. 10 (unit is melee with 32 range).
Is there a way to detect if the attack is canceled due to the motion buffer?
I made it 16. The point is, the game is meant to not get hit. Will it display a "miss" if you are out of this range?
A lot of the time, the unit being attack will build on itself to move it a far distance, but magically, the attacker still hits him from like 200 range away...
It will not show "miss", it will cancel the attack... but there is still a chance for "miss" if an unit attacks another unit which is moving.this chance can be set in gameplay constantsI made it 16. The point is, the game is meant to not get hit. Will it display a "miss" if you are out of this range?
It will not show "miss", it will cancel the attack... but there is still a chance for "miss" if an unit attacks another unit which is moving.this chance can be set in gameplay constants
you can set a change to miss in gameplay constants. this will work on moving units and units which are on a higher position...Im pretty sure there`s nothing wrong about that...