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  1. #1

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    Only time I try interrupts is on bosses with a big knock-down attack. Those are so annoying, it is nice to interrupt them if you can (some are not interruptible )

  2. #2

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    Quote Originally Posted by OldRod_KS View Post
    Only time I try interrupts is on bosses with a big knock-down attack. Those are so annoying, it is nice to interrupt them if you can (some are not interruptible )
    I've actually managed it. I simulated a round robin by having an interrupt spam button that calls two interrupt maps (for each character).

    Taking a leaf out of Rikers book I then had one of the interrupts set to state off in my initialisation file.

    Each interrupt keymap has a second step that triggers a keymap that turns itself off and the other on.

    TO make it reliable i had to put a 1sec delay on ONE characters interrupt state changes so they didnt get all confused.

    End result....I hit q and i get an interrupt form character A. Next time I hit it (no matter how long) the interrupt comes from character B.

  3. #3

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    That seems a little more complicated than it needs to be. Have you tried using multiple steps and sending the interrupt key to slot 1 in step 1, slot 2 in step 2, ect? If you set the "do not advance for xxx seconds" box to like 1.5 seconds, then you press q it will only go to slot 1 for 1.5 sec then if you keep pressing it will go to slot 2 for the next 1.5 sec. Don't click on the "trigger only once" box and this should do it for you. That being said, if what you got right now works... Don't change it.

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