loopbackattack=0/1/2
Posted: 28 Dec 2007, 20:44
Loopbackattack can dramatically increase or decrease a fighter's usefulness. If it is turned on, a fighter may be super powerful, if it is off, it may be useless. I'm not exaggerating this at all.
There needs to be a way to set it ON or OFF permanently by the mod-maker, on a per-unit basis. I've asked about this before and everyone agrees but nobody with the skills to make the changes notices.
So as to not break compatibility we could use:
0=Not available
1=Optional
2=Always on
A more consistent approach would work the same as high trajectory:
0=not available
1=always on
2=optional
AFAIK no mods currently use this option anyway since, as mentioned, it is at best completely useless and at worst severely exploitable and obscure, so it wouldn't really matter which option is used. Please make this fix in time for the next release if that's possible, from what little I know of coding it shouldn't be difficult.
Thanks very much. For GEM at least this is of the same importance if not more important than proper hitboxes, but would require a tiny fraction of the work.
There needs to be a way to set it ON or OFF permanently by the mod-maker, on a per-unit basis. I've asked about this before and everyone agrees but nobody with the skills to make the changes notices.
So as to not break compatibility we could use:
0=Not available
1=Optional
2=Always on
A more consistent approach would work the same as high trajectory:
0=not available
1=always on
2=optional
AFAIK no mods currently use this option anyway since, as mentioned, it is at best completely useless and at worst severely exploitable and obscure, so it wouldn't really matter which option is used. Please make this fix in time for the next release if that's possible, from what little I know of coding it shouldn't be difficult.
Thanks very much. For GEM at least this is of the same importance if not more important than proper hitboxes, but would require a tiny fraction of the work.