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  #21  
Old 09-09-2022, 09:28 AM
Kich867 Kich867 is offline
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I tested it this morning by stopping, tapping an arrow key to turn, and immediately casting, and still regularly got "you continue casting" messages. I tried both using a key and flicking mouse-look and then immediately casting.
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  #22  
Old 09-09-2022, 09:35 AM
Castle2.0 Castle2.0 is offline
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Quote:
Originally Posted by Kich867 [You must be logged in to view images. Log in or Register.]
I tested it this morning by stopping, tapping an arrow key to turn, and immediately casting, and still regularly got "you continue casting" messages. I tried both using a key and flicking mouse-look and then immediately casting.
It's latency, you need to stop longer.
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  #23  
Old 09-09-2022, 10:06 AM
Kich867 Kich867 is offline
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Originally Posted by Castle2.0 [You must be logged in to view images. Log in or Register.]
It's latency, you need to stop longer.
Yea, that's kinda what I was getting at. I don't think turning has any impact on this, I think people just fully "stop and do something" and that tends to give enough of a timing to not get interrupted, not that turning actually sends an update.
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  #24  
Old 09-09-2022, 10:28 AM
DeathsSilkyMist DeathsSilkyMist is offline
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Quote:
Originally Posted by Kich867 [You must be logged in to view images. Log in or Register.]
Yea, that's kinda what I was getting at. I don't think turning has any impact on this, I think people just fully "stop and do something" and that tends to give enough of a timing to not get interrupted, not that turning actually sends an update.
Yup. I honestly doubt the server code checks rotation at all for interrupts, since you can turn in place and cast all you want. The only thing it is checking is player position when you started the cast vs. player position when you end the cast.

Stopping completely and then turning is what I do. I stop and make sure my walking animation ends before I start turning with a or d, and that works perfectly for timing purposes.
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  #25  
Old 09-09-2022, 11:01 AM
eqravenprince eqravenprince is offline
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When I stop I always turn slightly, then cast, works 100% of the time. If I run in a straight line and stop, I run into same issue of occasional interrupt.
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  #26  
Old 09-09-2022, 12:03 PM
Jimjam Jimjam is offline
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Quote:
Originally Posted by Castle2.0 [You must be logged in to view images. Log in or Register.]
It's latency, you need to stop longer.
This is true, but it's not just that. Releasing the movement controls is a decelerative force. You won't stop the instant you release the key. When you release the key you begin to slow to a stop.

Disirregarlesfully, you can't expect to release the movement key and instantly begin a cast which won't be interupted.
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  #27  
Old 09-09-2022, 06:14 PM
unsunghero unsunghero is offline
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Quote:
Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
Stopping completely and then turning is what I do. I stop and make sure my walking animation ends before I start turning with a or d, and that works perfectly for timing purposes.
same
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