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Well, when there is too many enemies to fight in the stage mode, and they all attacks at the same time with fall -1 attack, my character stuck between the enemies getting attacked over and over without moving.
Is there any way can I stop this lagging?
I would appreciate any help.
Sincerely. A-MAN.
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Like Wiro said, it's all down to your computer. if you don't want your character to get slowed, you can make the character summon out a ball which hits enemies.
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this has nothing to do with his computer
why do you have so many opponents with fall -1 attacks that they perform so often?
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LF2 v2.0 and v2.0a : Slow loading, Fast gameplay.
LF2 v1.9c : Fast loading, Game slows down when you add big graphics and too many objects in the same time.
It's about graphics what I'm talking about but maybe if you use LF2 v2.0 or v2.0a; the problem may get solved.
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lol@ people not getting the fact this is a "feature" and not a lack of CPU
Each time a charcter gets hit by an itr, he will get stuck for 1 frame.
Thus, if you got, f.e. 10 enemies hitting him 1 time each 10 frames, they will keep him stucked infinite.
Not much you can do about it, except for reworking the enemy attack.
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yes, its called hit lag
but the fall -1 makes it all the more unstoppable
thats why i want to know why the negative fall is required
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08-22-2011, 12:11 PM
(This post was last modified: 08-22-2011, 12:13 PM by A-Man.)
Yes, that's the problem.
I want fall -1 to prevent going to the injury frame when hit in the middle of making a move.
Is there any way I can prevent this hit lag thing.
And I still can redo the enemy attack but how?
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okay so you've got a thousand weak minions and a hero
the minions shall do damage without interfering the movement of the hero and only fall -1 works if you go that way
you cannot get rid of hit lag with data changing, at least for normal itrs - but i guess it could be possible to create a new itr kind or effect that creates normal hits without hit lag
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Do U mean creating with hex?
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