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Implementing Speed Limits for Attacks & Movement in C++


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In this tutorial, we will discuss how to effectively enforce speed limits for both attack and movement actions in your game using C++. This feature helps to maintain game balance and prevents instances of cheating by ensuring that player characters do not exceed specified speed thresholds.

Key Components of Speed Management

To manage attack and movement speeds, we’ll primarily focus on modifying the CActorInstance class. Here, we’ll implement methods to set limits on the attack speed and movement speed, ensuring they adhere to defined constraints.

Code Implementation

Below are the modifications that need to be made in various files to implement the attack and movement speed limits.

Updates in ActorInstance.cpp

We will start by defining the speed limits:

 
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This ensures that any attempt to set the attack or movement speed beyond the defined limits will be capped.

Updates in ActorInstanceEvent.cpp

We also need to control the speed during actions like movement and attacking:

 
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This implementation helps to ensure that the player's speeds are validated each time they perform an action.

Updates in ActorInstanceBattle.cpp

Finally, let's define how combo and normal attacks respond to speed cheating checks.

 
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Conclusion

By integrating these modifications into your code, you can create a balanced environment where players are constrained to fair attack and movement speeds, ultimately enhancing the gameplay experience. Remember to regularly test to ensure that these values function as expected and adjust as necessary for your game design.

 

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