I told ZOS all the way back during beta that they should switch to using GetAsyncKeyState() to avoid just such problems.
I suggested to ZOS several months back to use GetAsyncKeyState() to query the state of keys pressed (both keyboard and mouse) instead of using the windows message loop.
GetAsyncKeyState() talks directly to the underlying hardware bypassing the windows message loop altogether!
That would solve at least two problems:
- The most important one being false key and mouse button pressed events that are injected by a 3rd party application. It will be *much* harder for any automation tool to inject false data on the keyboard or mouse controller level.
- The second problem this would solve is the one of allowing users to use certain keys to alter a key state. For example, to allow for the use of ALT or SHIFT as key modifiers. With the use of GetAsyncKeyState(), any key can become a 'modifier' and implementing the logic is easy to do.
I actually wrote a C++ wrapper class for this function a while back that was used in a game engine. It works really well yet surprisingly, not a lot of developers know about it.
;-)
Like: hold button-> it fires the heavy attack, still holding, nothing happens then ?
Please read and do as advised: Guidelines For Bug Report Forum -- unless you want ZOS to ignore your message. In your OP, always disclose the platform and the megaserver on which you are playing the game.SecretAtoz wrote: »I don't have a problem light weaving on my magicka dps, but heavy attacking on my stamina dps is so buggy as hell. ....
ChiknAriseMcFro wrote: »Worth the necro. I posted as this has returned with Summerset. At least on Xbox NA.
Yes, and it often happens while my character is Sprinting, too. If he sprints into some marshy terrain, where Sprint is apparently either slowed or not allowed, then exits into normal terrain, I must release the <Shift> keybind and hold it down again to resume Sprint. That has been the case since I don't know when.Happens on both Stamina and Magicka characters for me. Somehow the game seems to forget that the key is still down.
Unfortunately, this is nothing new.
I told ZOS all the way back during beta that they should switch to using GetAsyncKeyState() to avoid just such problems.