Damage point is a time delay in between the WeaponStart.AttackStart actor event firing and the weapon effect being triggered. Its used mainly for syncing attack animations, so the projectile leaves at the right point in the animation, for example. I believe backswing is the opposite, it's the delay in between the effect occuring and the WeaponStop.AttackStop actor event firing. (I could be wrong on this one, it's just a guess.)
A random delay in between random delay minimum and random delay maximum is added to the period each time you attack. The main reason here is so if you have a huge group of, say, marines, their attack sounds and animations don't sync up perfectly, which looks unnatural.
Reload period is the minimum time after one attack stops before the next can start. Its mostly useful if you have a channeled attack and you want a delay between stopping the attack on one target and attacking the next (because the period probably expired while channeling.)
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Damage point is a time delay in between the WeaponStart.AttackStart actor event firing and the weapon effect being triggered. Its used mainly for syncing attack animations, so the projectile leaves at the right point in the animation, for example. I believe backswing is the opposite, it's the delay in between the effect occuring and the WeaponStop.AttackStop actor event firing. (I could be wrong on this one, it's just a guess.)
A random delay in between random delay minimum and random delay maximum is added to the period each time you attack. The main reason here is so if you have a huge group of, say, marines, their attack sounds and animations don't sync up perfectly, which looks unnatural.
Reload period is the minimum time after one attack stops before the next can start. Its mostly useful if you have a channeled attack and you want a delay between stopping the attack on one target and attacking the next (because the period probably expired while channeling.)