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arest n vrest
#1
what do the values in it mean? i read the tut but didnt got it.. If i have an itr with arest: 1 in a frame of wait:10 what does that mean? Thinking
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#2
wait and arest aren't related whatsoever.

arest: X will let the itr hit a single object (opponent, weapon, ball) every X TUs. However, it's not recommended to use values lower than 3 because the hit-lag will pretty much freeze your movement.
vrest: X acts similar, just that it hits every object that the itr overlaps with.
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#3
vrest is the one that lags, you can use arest: 1 without much problems.

You can use vrest: 1 to freeze yourself and your opponent if you don't want to use a catch.

Most of the time the minimal value for arest and vrest: is 10 if you want to do combo attacks.
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#4
(03-15-2012, 04:12 AM)zxcv11791 Wrote:  vrest is the one that lags, you can use arest: 1 without much problems.
both induce hit-lag, vrest just ensures the character lags each time it hits any enemy, which gives more chance that it would restart hitting the first one. arest means after one enemy is hit, the delay must be whatever value you passed in before the character can hit anything else
arest: 1 can give you problems

(03-15-2012, 04:12 AM)zxcv11791 Wrote:  You can use vrest: 1 to freeze yourself and your opponent if you don't want to use a catch.
vrest: 1 isn't really a good idea unless you can ensure whoever you hit will be out of the hit range pretty quickly

(03-15-2012, 04:12 AM)zxcv11791 Wrote:  Most of the time the minimal value for arest and vrest: is 10 if you want to do combo attacks.
not really? i think davis/dennis' strafes have lower values than 10



Azriel~
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#5
what do u mean by hit-lag.. i still dont know that what will change when we change its values...
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#6
(03-15-2012, 05:15 AM)Azriel Wrote:  both induce hit-lag, vrest just ensures the character lags each time it hits any enemy, which gives more chance that it would restart hitting the first one. arest means after one enemy is hit, the delay must be whatever value you passed in before the character can hit anything else
arest: 1 can give you problems

to put it in simple terms
vrest: 1 in a punch attack, stuck
arest: 1 in a punch attack, no problem

I'm just saying you run into trouble more by using low vrest values than arest.

(03-15-2012, 05:15 AM)Azriel Wrote:  vrest: 1 isn't really a good idea unless you can ensure whoever you hit will be out of the hit range pretty quickly

I said if you want to freeze your opponent and not use a catch. There are plenty of functions you can do with vrest: 1. Ex. An attack that will freeze all opponents on the screen use vrest: 1 etc.

(03-15-2012, 05:15 AM)Azriel Wrote:  not really? i think davis/dennis' strafes have lower values than 10
vrest: 8 and lower causes problems if you hit large groups of opponents, you stuck and keeps hitting them.



(03-15-2012, 07:40 AM)rhino.freak Wrote:  what do u mean by hit-lag.. i still dont know that what will change when we change its values...

The bigger the number the longer you have to wait before you can hit the opponent again.

If you hit someone with arest: 10 you have to wait 10 until you can hit him again.

If you hit someone with arest: 50 you have to wait 50 before you can hit them again.
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#7
got it! thanx man! <3
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#8
(03-15-2012, 07:40 AM)rhino.freak Wrote:  what do u mean by hit-lag..

As this wasnt explained yet:
For each enemy/object your character hits via an itr, he will be stuck in the same frame for 1 additional tick.
Apparently a gimmick to make the SMACK animation longer if you actually hit.

However, if there are f.e. 5 enemies. And you got vrest 5, you will hit all 5, get stuck for 5 ticks, then you'll hitthem again, etc, without ever leaving your actual frame.

Combined with fall > 70 (hits falling and dead enemies) this can turn into an infinite loop pretty easyly.

Note: The hitdelay does exclusively apply to T0 (characters). If you need something with low vrest which could possibly cause the character to get stuck, use an oppointed T3 instead.
Had EXACTLY this issue on Sharn: His Solar Impact (AoE fire whirl) would loop infinitely if hitting more then a few enemies at once. reworked the move to summon a T3 containing the itrs instead, works.
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