Valgrind 0.3: Perilous attacks/Attack Commitment
Added 2022-10-24 06:21:49 +0000 UTCChangelog:
NPCs can do perilous attacks that comes with their own visual/sound indications. Perilous attacks cannot be blocked even by timed block. Currently, some of NPC's power attacks automatically turn into perilous attack based on their comabt AI setting(for details refer to the settings.ini file), which you can tweak on your own.
Dodging AI has been tweaked to be more balanced. Now NPC's dodging behavior also is based on their combat settings data, which you can edit through esp per NPC, making it possible to make weaker NPCs dodge less, and boss NPCs dodge all the time.
NPCs now have attack rotation commitment i.e. NPCs won't 360 no scope you; I found this to be a deal-breaker for perilous attacks since you have no way to dodge. Attack commitment is implemented similar to TDM, so whatever animation you're using will automatically have attack commitment. It walso works for all races without the need of a patch. Mortal enemies is no longer needed.
I'll be polishing perilous attacks more, since rn the VFX feels a bit cheap. Also I'll be adding variations of light and power perilous attacks. Stay tuned for more updates!
Comments
any way we could get time block to work on npcs some guy on nexus successfully did it with spid?
DJLegends
2022-12-04 04:04:46 +0000 UTCSpecifically, how does ”avoidThreatChance” affect ”Dodging AI”? Whether avoidThreatChance=0.5 or avoidThreatChance=1.0, the frequency of enemy dodging does not seem to change.
hirofumi asai
2022-11-30 00:32:29 +0000 UTCHey, I'd like time to slow down for 1.5 seconds when a periolous attack happens, to give me time to react. What do I need to change these setting to to get that result: bPerilous_chargeTime_enable = true fPerilous_chargeTime_multiplier = 1.0 fPerilous_chargeTime_duration = 2.0
Ian McCormack
2022-11-27 17:27:16 +0000 UTCI may have solved the invincible frame problem with Payload Interpreter.Thank you for the great mod.
hirofumi asai
2022-11-26 18:30:54 +0000 UTCwhenever i get into combat with someone my game crashes? Not sure why this is happening. Am using SCAR, Percision, Valhalla combat, ADXP MCO
Vleurs
2022-11-25 00:28:59 +0000 UTCNope, didn't edit anything and it works fine. It might that you've got another mod conflicting with it.
Ian McCormack
2022-11-24 18:57:07 +0000 UTCFor some reason im getting a ctd on main menu with this. btw I'm using version 1.6353
reezy
2022-11-23 23:28:37 +0000 UTCIan, did you edit anything to get it working. For me the enemies dont do any of the perilous attacks sadly
Jason Jordaan
2022-11-20 17:43:35 +0000 UTCWhat did you change the settings too? I'm having difficulty getting it just right!
Ian McCormack
2022-11-20 14:49:14 +0000 UTCI'm on 1.6353 and it works for me
Ian McCormack
2022-11-20 14:47:54 +0000 UTCatm no but could worked i noticed on his old version debugged work fine
DJLegends
2022-11-17 01:29:06 +0000 UTCHi there, I would really like to test this out but I'm on 1.6353 Any chance this will work on it?
Jason Jordaan
2022-11-12 12:06:25 +0000 UTCIs Mortal Enemies still needed for animals (at least those who were not yet patched by Distar's mod)?
Matteo Domenico Gatto
2022-11-11 12:23:20 +0000 UTCWith tk dodge/ultmate combat invincibility frame, even if the enemy avoids the attack, he can't avoid it and takes damage. Is it possible to add an option to extend the duration of the invincibility frame?
hirofumi asai
2022-10-29 08:05:22 +0000 UTCily
Derek Doo
2022-10-25 06:10:38 +0000 UTCVery cool but feel like the warnings need to be a bit earlier to actually be reactible. Or maybe I just suck lol Edit: Actually after tweaking the ini a bit it works quite well
praisetheford
2022-10-24 20:37:51 +0000 UTCSE only; I still have a few functions to RE after which I'll make an AE update
dTRY
2022-10-24 20:01:40 +0000 UTCnice work man, this version is still SE only right?
Kebab
2022-10-24 08:31:56 +0000 UTC