Closed Coronia closed 1 week ago
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Have you test deferment at SW.Next in multi player game? I have also tried it (not this PR) and it cause desync by unknown reason.
Not really, only tested it in singleplayer so far. I do suspect changing SW timer tends to desync the game, but in that case there might also be similar problems with the original implementation of not-RealLaunch.
I'll be appreciated if someone could do some more multiplayer testing on it.
Addressed the instance and global launch changes suggested above
Also we've done some multiplayer testing on it yesterday, and no desync so far
It's confirmed that those SWs which supporting Deferment in Ares also work in Phobos. Therefore I'd like to close it for now since I don't want to add extra complexity and performance tax (this logic is checked per frame). But if there's a need to make Deferment support more SWs please let me know.
Previously several Phobos super weapon launching logic (e.g.
SW.Next
andLaunchSW
) didn't supportSW.Deferment
. This pull request implements a workaround to enable this.UseDeferment
tags delay the launch by a certain amount of frames determined by the superweapon'sSW.Deferment
if set to true, whileExtraDeferment
tags add an extra value to this delay.In
rulesmd.ini
:I was hoping to add this for the fire superweapon action as well, but it already has all the params used. Maybe this one could simply rely on elapse time action instead.