paulo.bender
Member
Greetings, developers!
First of all, I'd like to apologize for the confusing title; I'm not sure if I used the right terms, but I'll try to be as clear as possible here.
I have a character that is able to cancel their attacks into a special move by using the following animation header:
Everything works fine, but if I cancel right after hitting a enemy with a common attack, my special move only deals damage after some ticks (even with fastattack 1set in it's header).
I know that putting fastattack 1 in every attack will make the special move work as intended, but I'd like to know if it is possible to "clear" the attack delay through code to make things easier for me to implement.
Is this managed through a entityproperty, or something like that that could be changed?
First of all, I'd like to apologize for the confusing title; I'm not sure if I used the right terms, but I'll try to be as clear as possible here.
I have a character that is able to cancel their attacks into a special move by using the following animation header:
Code:
cancel 0 999 0 a2 freespecial2 #Breakout [Basic]
Everything works fine, but if I cancel right after hitting a enemy with a common attack, my special move only deals damage after some ticks (even with fastattack 1set in it's header).
I know that putting fastattack 1 in every attack will make the special move work as intended, but I'd like to know if it is possible to "clear" the attack delay through code to make things easier for me to implement.
Is this managed through a entityproperty, or something like that that could be changed?