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Casting Interrupts

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Jakkal
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Re: Casting Interrupts
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Post by Jakkal » Sat Mar 07, 2015 9:10 am

[quote="Jaz"][quote="Faux"]I also liked how if you cast lev on yourself, you could back up at near normal run speed, which also made kiting easier in a lot of instances.[/quote]

Speaking of levi, i always thought levi felt kinda weird like on ice skating ring. I recall it being a different system before but its been a while and dont remember why it was changed.

-Jaz[/quote]

Lev has always been the same as far as I can recall. I got it on my lowbie druid at launch and in beta. The only thing they changed about it was how fast one falls. You used to be able to run from the cliffs in the city of Halgarad all the way to that outpost in Vault of Heroes without coming close to touching the ground, it was almost like flying.

As for the jump kiting, that's what I did on my ranger as well. Keep auto run forward, jump, spin around and fire, then twist yourself around and keep running.
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Apaelias
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Re: Casting Interrupts
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Post by Apaelias » Sat Mar 07, 2015 10:31 am

[quote="John Adams"][quote="Apaelias"]So for the 1 second or so while in the air and casting you were still moving sorta full speed. Run forward, cast 1 second spell, jump, look back, spell fires, face forward again, land, and continue kiting. 0 movement slowdown.[/quote]
Good god, you really kited that way, having to turn around? As a DK, I definitely never kited in VG so I never experienced this. I am familiar with the insta /cast stuff, though that always baffled me about Vanguard as a game - hearing my UI groan in agony as 7 things all tried to cast at once. I finally got used to it, and realize that is actually a "mechanic" that would ruin the game if it were "fixed"... so I'm leaving that one alone

[quote="Apaelias"]I think the main reason I never used Levitate while kiting was due leashing mobs from Z-axis. Speaking of which. Is that something that is fixable?[/quote]
Leashing? Or the Z-Axis? If we do not add Leashing, I suppose that solves it entirely.


Thanks for the info. This is exactly the kind of discussions we'll need to refer to down the road to add this functionality. Anyone who thinks of anything else, please post a topic and put your knowledge down for us to use later. I'll keep asking questions as they come up.[/quote]
Heh I didn't always kite like that . Just harder single target mobs.

As for zaxis, any mob that wasn't a flying type would leash if you managed to get like 10 feet in the air above it. So if you had levitate on and you ran across uneven terrain 99.9% of the time the mobs would leash
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Faux
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Re: Casting Interrupts
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Post by Faux » Sat Mar 07, 2015 10:38 am

[quote="Jaz"]

Speaking of levi, i always thought levi felt kinda weird like on ice skating ring. I recall it being a different system before but its been a while and dont remember why it was changed.

-Jaz[/quote]

I don't remember this being changed either. I thought it always felt like ice skating, as you put it. Seemed more plausible to not have perfect traction while floating .
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Jakkal
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Re: Casting Interrupts
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Post by Jakkal » Sat Mar 07, 2015 10:42 am

I don't suppose we could cut out the need for Levitation in APW as well? the up and down motion of it always made me sick. And you needed it for SO many mobs because you'd get knocked up into the air and it would Z-axis reset.
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shargash
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Re: Casting Interrupts
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Post by shargash » Wed Jul 29, 2015 7:17 pm

There was a VG command /cancelability that could be mapped to a key in the standard UI under Controls. I didn't like to use the ESC key, because it is context sensitive (e.g. it would also clear your targets if you weren't casting, or close an open window). I also wound up modifying user.ini to add /cleartargets to the mappable keys in user.ini, so I could map that to a separate key to avoid confusion in stressful situations.

Edit: I just checked this out in game. Hitting ESC interrupts casting (according to the client), but I don't see anything show up in the server log when I do that. Using /cancelability also interrupts casting (again, according to the client). However, the following error shows up in the server log when you use /cancelability, whether or not you are actively casting:

22:19:33.748 E Packet Server packet struct (type=2) (client) with opcode 0x00000144 (324) not found
0000: 00 09 02 33 02 00 44 01 - 00 00 00 00 00 00 21 00 ...3..D.......!.
22:19:33.751 E Chunk Unhandled opcode 0x00000144 (324) from 192.168.144.21
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Amnath
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Re: Casting Interrupts
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Post by Amnath » Thu Jul 30, 2015 4:34 pm

ESC should definitely work as /cancelability, in top priority over other things the key peels away.

Players could definitely interrupt and block enemy casting and in some cases, timing it right was crucial.
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Faux
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Re: Casting Interrupts
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Post by Faux » Thu Jul 30, 2015 6:24 pm

[quote="shargash"]There was a VG command /cancelability that could be mapped to a key in the standard UI under Controls. I didn't like to use the ESC key, because it is context sensitive (e.g. it would also clear your targets if you weren't casting, or close an open window). I also wound up modifying user.ini to add /cleartargets to the mappable keys in user.ini, so I could map that to a separate key to avoid confusion in stressful situations.

Edit: I just checked this out in game. Hitting ESC interrupts casting (according to the client), but I don't see anything show up in the server log when I do that. Using /cancelability also interrupts casting (again, according to the client). However, the following error shows up in the server log when you use /cancelability, whether or not you are actively casting:

22:19:33.748 E Packet Server packet struct (type=2) (client) with opcode 0x00000144 (324) not found
0000: 00 09 02 33 02 00 44 01 - 00 00 00 00 00 00 21 00 ...3..D.......!.
22:19:33.751 E Chunk Unhandled opcode 0x00000144 (324) from 192.168.144.21[/quote]

Shargash, I put a handler in awhile back for the Interrupt Ability opcode, but it doesn't do anything yet. Since the server code knows what the opcode is, it doesn't throw an error, which is why you didn't see one. Using /cancelability apparently does the same thing, but uses a different opcode that is not in the server code yet, so you do see an error. I have some rewriting to do with the ability casting code, but I'll implement interrupts shortly thereafter. You should be able to expect it within the week.
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Blackstorm
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Re: Casting Interrupts
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Post by Blackstorm » Fri Jul 31, 2015 6:32 am

Hi ^^

Like Faux said, the InterruptAbility is already known and handled by the server but not completely finished.

The opcode refereced just above is the opcode for "IntrruptAttack" so i presume the /cancelability should stop "Abilities" AND "autoattack" (or something else) and it's currently and completely not managed (especially when using the /command).

Thanks for this feedback, we will take care about ^^
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shargash
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Re: Casting Interrupts
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Post by shargash » Fri Jul 31, 2015 11:59 am

[quote="Blackstorm"]so i presume the /cancelability should stop "Abilities" AND "autoattack" (or something else) and it's currently and completely not managed (especially when using the /command).[/quote]

That's interesting. I don't remember /cancelability turning off autoattack. However, it is possible I just never noticed in the heat of combat, since many abilities turn on autoattack.

Despite not being handled, /cancelability does interrupt casting in the client. I think figuring out what else it is supposed to do is somewhat important. What does the server do when someone hits ESC while casting?
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Blackstorm
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Re: Casting Interrupts
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Post by Blackstorm » Fri Jul 31, 2015 1:37 pm

ESC hit "AbilityInterrupt" it's sure. but when i said : "or something else" it's really closer to that, because for now it's just a name, it's not used yet into the code, so its definition can change ^^

Another thing, we have defined the opcode used by ESC as "AbilityInterrupt" but maybe it's a global opcode to call some childs like AbilityInterupt + CastInterrupt + Close merchants window + ... ^^
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