Hi guys,
so, I'm having this problem but have no ideia where to start looking.
I'm using a ranged talent ("T_SHOOT" for instance) but the missile stays in my square. It only moves in the next round, after I do something. I first tought about projectile speed or something but it seems to be working allright, just a turn later
Any help would be appreciated, thx.
Missiles take a turn to start moving
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Re: Missiles take a turn to start moving
Context would really help here, especially since this is a forum for discussing Modules make for running in the T4 Engine, not any specific game.
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Re: Missiles take a turn to start moving
this is normal, and the way all projectiles work in ToME.
First, your projectile need to have energy when you create it, otherwise it won't act until it has enough energy.
Second you need to ask it to act() after you're done instanciating it, otherwise even with energy it won't act until the next tick.
The most glaring in vanilla are called shots which say they're instant but are not despite having a huge amount of speed, and coupled with their weird targeting make them miss enemies more often than they hit.
First, your projectile need to have energy when you create it, otherwise it won't act until it has enough energy.
Second you need to ask it to act() after you're done instanciating it, otherwise even with energy it won't act until the next tick.
The most glaring in vanilla are called shots which say they're instant but are not despite having a huge amount of speed, and coupled with their weird targeting make them miss enemies more often than they hit.
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Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)
Re: Missiles take a turn to start moving
Thanks for the reply
I'm basically copying TOME so I use archeryShoot and all that, I didn't change the talents
Any ideias why it's acting this way? Could it have something to do with the main character himself? This module has several characters and I choose which one goes to the dungeon. Maybe when I switch "main" characters I have to do something to their energy or somesuch
Thanks again
I'm basically copying TOME so I use archeryShoot and all that, I didn't change the talents
Any ideias why it's acting this way? Could it have something to do with the main character himself? This module has several characters and I choose which one goes to the dungeon. Maybe when I switch "main" characters I have to do something to their energy or somesuch
Thanks again
Re: Missiles take a turn to start moving
Three options.
1: The created projectile does not have enough Energy to move when immediately fired.
2: The T_SHOOT action is not costing Energy.
3: The actor using T_SHOOT has so much Energy that they are getting another action before anything else happens.
1: The created projectile does not have enough Energy to move when immediately fired.
2: The T_SHOOT action is not costing Energy.
3: The actor using T_SHOOT has so much Energy that they are getting another action before anything else happens.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Missiles take a turn to start moving
I finally got around to test it and... it worked!
I didn't quite understood why did I have to explicitely force the projectile to act but it works and that's what matters
Thanks a lot
I didn't quite understood why did I have to explicitely force the projectile to act but it works and that's what matters
Thanks a lot