Difference between revisions of "Combat Queue (Game Mechanics)"

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(Game Mechanics)
(Game Mechanics)
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When a player enters combat, a combat queue is created on the upper right portion of the screen.
 
When a player enters combat, a combat queue is created on the upper right portion of the screen.
The combat queue lists actions that a player is about to perform. Whenever a player attempts to use certain actions such as special attacks, posture changes or certain equipment (grenades/traps/heavy weapons), these actions appear in the combat queue. Each command/action takes one round of combat to accomplish.  
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The combat queue lists actions that a player is about to perform. Whenever a player attempts to use certain actions such as special attacks, posture changes or certain equipment (grenades/traps/heavy weapons), these actions appear in the combat queue. Each command/action takes one round of combat to accomplish. By default, players in combat execute their default attack until a command is issued into the queue and after the queued actions have run their course, the player will return to default attacks.
  
  
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The reason this happens the way it is is because of the Combat Cue. If you have attacks lined up in the Cue, those attacks will be carried out against the initial target, until the Cue runs out. If you <TAB> over to another target, and still haev attacks in your Cue, those will not be transfered to the new target. Once they run out, any new attacks will be against the new target. The easiest way to ensure you're attacking the current target is to only lay down one or two specials at a time into the Cue, or hit the clear button when switching targets.
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Commands in the combat queue execute sequentially based on the order they were input. Commands can be directed at multiple targets within the same queue. For example a player may target a creature,queue  up a special attack to apply to that creature, switch to a new target, queue up a special attack for the new creature and the combat queue will execute the attacks on both creatures in order. This works so long as both targets remain valid. If either target goes out of range to execute the attack, dies or the target is otherwise not valid (trying to attack an unnattackable object) then the command will be removed from the queue and the next option will come up.
  
 
==Source References==
 
==Source References==

Revision as of 20:35, 15 July 2009




Game Mechanics - Mechanics Category

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Game Mechanics

When a player enters combat, a combat queue is created on the upper right portion of the screen. The combat queue lists actions that a player is about to perform. Whenever a player attempts to use certain actions such as special attacks, posture changes or certain equipment (grenades/traps/heavy weapons), these actions appear in the combat queue. Each command/action takes one round of combat to accomplish. By default, players in combat execute their default attack until a command is issued into the queue and after the queued actions have run their course, the player will return to default attacks.


The combat queue can be cleared in two ways:

  • Using the /peace command
  • Using the /ui action clearCombatQueue command

Using the peace command will clear all currently queued commands and also stop combat for the player. The /peace command will not stop commands that are already in process of being executed however.

Using the clearCombatQueue command will clear all currently queued commands but does not stop combat for the player.


Commands in the combat queue execute sequentially based on the order they were input. Commands can be directed at multiple targets within the same queue. For example a player may target a creature,queue up a special attack to apply to that creature, switch to a new target, queue up a special attack for the new creature and the combat queue will execute the attacks on both creatures in order. This works so long as both targets remain valid. If either target goes out of range to execute the attack, dies or the target is otherwise not valid (trying to attack an unnattackable object) then the command will be removed from the queue and the next option will come up.

Source References

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