I should have posted the states in the beginning to illustrate my point, my bad. Here is the comparison:
Code: Select all
ScriptedMarine:
Missile.Shotgun:
PLAY E 3 A_M_CheckAttack
PLAY F 7 Bright A_M_FireShotgun
Goto See
Missile.SSG:
PLAY E 3 A_M_CheckAttack
PLAY F 7 Bright A_M_FireShotgun2
Goto See
Code: Select all
ShotgunGuy:
Missile:
SPOS E 10 A_FaceTarget
SPOS F 10 Bright A_SPosAttackUseAtkSound
SPOS E 10
Goto See
Code: Select all
Shotgun:
Fire:
SHTG A 3
SHTG A 7 A_FireShotgun
SHTG BC 5
SHTG D 4
SHTG CB 5
SHTG A 3
SHTG A 7 A_ReFire
Goto Ready
So we know the total amount of tics is 10 in the ScriptedMarine's shotgun attack (3+7). The total amount of tics in the ShotgunGuy's missile state is 30. And the total amount of tics in the fire state of the shotgun is 34.
Since the ScriptedMarine's attack is only 10 tics, its going to return to it's See state faster than that of the ShotgunGuy and the player. The SSG marine has the same amount of tics for his attack, which definitely doesn't make sense.
If we add a delay at the end of the missile state, the ScriptedMarine won't enter his See state so quickly.
I should have posted the states in the beginning to illustrate my point, my bad. Here is the comparison:
[code]ScriptedMarine:
Missile.Shotgun:
PLAY E 3 A_M_CheckAttack
PLAY F 7 Bright A_M_FireShotgun
Goto See
Missile.SSG:
PLAY E 3 A_M_CheckAttack
PLAY F 7 Bright A_M_FireShotgun2
Goto See[/code]
[code]ShotgunGuy:
Missile:
SPOS E 10 A_FaceTarget
SPOS F 10 Bright A_SPosAttackUseAtkSound
SPOS E 10
Goto See[/code]
[code]Shotgun:
Fire:
SHTG A 3
SHTG A 7 A_FireShotgun
SHTG BC 5
SHTG D 4
SHTG CB 5
SHTG A 3
SHTG A 7 A_ReFire
Goto Ready[/code]
So we know the total amount of tics is 10 in the ScriptedMarine's shotgun attack (3+7). The total amount of tics in the ShotgunGuy's missile state is 30. And the total amount of tics in the fire state of the shotgun is 34.
Since the ScriptedMarine's attack is only 10 tics, its going to return to it's See state faster than that of the ShotgunGuy and the player. The SSG marine has the same amount of tics for his attack, which definitely doesn't make sense.
If we add a delay at the end of the missile state, the ScriptedMarine won't enter his See state so quickly.