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- Mar 14, 2021
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- 43
Well, this is a continuation of my previous topic, "An attack with a shorter delay to deal damage", which helps to attack quickly while ignoring the "Micellaneous - Maximum reaction delay (sec)". They can see it if they want. Here we will explain another way to reduce the time between attack and damage to a minimum of 0.002 seconds.
What is needed:
For this it is necessary to have a unit with its second attack available but not activated and that its "Animation Damage Point" is 0.000, since this will be the one used to damage the attacked unit.
The method
When a unit attacks and its attack rating is changed for another that it has, a glicht is generated. Which ignores the cooldown on the first attack and somewhat on subsequent attacks (there's always an additional delay in this case). We can use for this in "All versions of the game including Reforged", the Root ability, which simply adding it to a dummy unit changes the attack rate to use, or with lines of code use Orb Fire to activate and deactivate attack number 2.
Using GUI code it would be like this:
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Test GUI Dummy Attack
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Events
- Player - Player 1 (Red) skips a cinematic sequence
- Conditions
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Actions
- Set PointVar = (Position of Test Attacker Unit (default) 0111 <gen>)
- Unit - Create 1 Test Dummy Attack for Player 1 (Red) at PointVar facing Default building facing (270.0) degrees
- -------- Adding a skill with maximum speed --------
- Unit - Add 400% of AS (Item) to (Last created unit)
- -------- When it goes to the second attack, the glich is generated and ignores the cooldown, --------
- -------- leaving only the Damage Point at the lowest value 0.01, --------
- -------- being able to detect in this line when the unit is going to attack, --------
- -------- with an increase in maximum attack speed it would go to 0.002 seconds --------
- Trigger - Turn on Detect Attack Test Dummy <gen>
- Unit - Order (Last created unit) to Attack Test Attacker Unit (default) 0111 <gen>
- -------- "Root" switches attacks immediately creating the trick, then an attack detector is needed --------
- Unit - Add Root Enable Attack 2 (Ancestro protector) to (Last created unit)
- Trigger - Turn off Detect Attack Test Dummy <gen>
- -------- Since Root silences movement, you don't need to tap the unit to attack. --------
- Unit - Add a 0.01 second Generic expiration timer to (Last created unit)
- Custom script: call TimerGo()
- Custom script: call RemoveLocation(udg_PointVar)
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Events
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Detect Attack Test Dummy
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Events
- Unit - A unit Is attacked
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Conditions
- (Unit-type of (Attacking unit)) Equal to (==) Test Dummy Attack
- (Level of 400% of AS (Item) for (Attacking unit)) Greater than (>) 0
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Actions
- -------- This trick allows you to detect an attack immediately with the Attack Event. --------
- -------- In this event I order to attack once (or the same order but they are staked), and that's it. --------
- Unit - Order (Attacking unit) to Attack Once (Attacked unit)
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Events
- If the attack 2 and its Art - Damage Point is 0.000, it will take this value so that the delay is a minimum of 0.01 and with a speed of 0.002 seconds.
Curiosities
- The minimum attack time given is 0.01 seconds but with a 400% attack speed boost it goes to 0.002, so if you use a bash skill well it would be useful as the thunder hammer travels at 0.005 seconds for XD effect.
- If the skill "Root" is used and in its options of this spell the unit does not turn, the immediate attack will not have to turn the unit to perform it.
- In consecutive attacks, well, there is a delay of 0.004 seconds and after 0.002 seconds using all of the above (except the Root ability because this silences 'Amov', just in case on the map below there is a unit that attacks with this aspect and also his illusions changing the Attack index for an Orb, in addition to the attacked unit I give it a different classification so that attack 1 is unusable XD, so number 2 works.). So between the attack and damage it takes 0.006 seconds but you also have to leave the ability to increase attack speed about 0.3?? to remove this spell as the attack's cooldown will slow down if this is not done.
- Until now I couldn't get the cooldown delay on consecutive attacks after a very fast attack has been given, but at least the minimum that can be reached with this on delay is 0.022 seconds, which is the minimum attack speed. But you can use instant attack done by leandrotp, although certain benefits are not applied.
- In cases where the attacks are missile type or others that are not immediate, the cheat will still work the unit will launch an attack after 0.002 seconds and then the time it takes for the missile to travel to where it will damage the attacking unit.
- There are many things that I found while trying this and it is a bit long to explain the effects to be able to control this trick more deeply but it seems everything is based on the attack time and its formula. It also matters whether or not one can activate passive abilities like bash or critical hit, since you can deactivate them depending on how you change the attack ratings in a line of code. It is somewhat complicated to get into this a lot because it takes a lot of time to rehearse and test, especially when there is an increase in range.
Note: I did not find the method that Anitarf used that supposedly uses pause and unpause so that the attack is in the same line of code but well, I guess this is the one left, no way lol
Uses in which this method can be applied
You would simply use this method to have a fast attacking dummy and apply buffs in a very short time. Also create illusions of a unit to create quick attacks regardless of the unit as long as the original unit doesn't have polymorphism lol. With illusions you can also get the current damage of a unit without benefits, (and a trick so that it does not generate a missile if it attacks an illusion, is to put it on top of the target to attack.)
I attached the test map with the implemented method and what can be done.
Attachments
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