Thanks for the reply.
Andrew wrote:Because (FSS) are canned animations to a certain extent (they can be interrupted by shot adjustments) they may not always blend particularly well, which is why in some situations players might need to take an extra step or two before the animation triggers properly. Once again though, I can't say I've ever really had that issue with FSS moves.
Hm. That is weird, especially in catch-and-shoot scenarios. (Which I find annoying as I have an open look, I would have been better off setting the players feet and taking the shot instead of waiting for the defender to catch up and going for a contested FSS quick-release.)
The FSS trigger has no effect on players that do not have a moveset, so basically the game is ignoring the FSS trigger input there.
Oh yes. I was just citing that to eliminate the key-jam/sticky-key issue. On most keyboards, certain clusters of keys can't be held down; they cause a key-lock. The effect I was getting was similar; I hold down the FSS and my FSS players would not respond to any other button press other than movement and Turbo.
Like the example earlier, my Superstar received a half-court heave and has more than enough space to make a flying dunk. I pour on the Turbo, hold the FSS trigger, and tap Dunk when he reaches the foul-line. Instead of performing a FSS dunk, or a regular dunk, he just continues to run. This could have been a sign that running in that direction while holding down Turbo and FSS might have caused the Dunk/Pass/Shoot/Hop buttons to lock (despite the fact I was using a controller), the non-FSS players were making fast-break dunks and lay-ups just fine with the FSS-trigger being held down.