Chaosforge Forum

  • April 16, 2024, 13:46
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: [1]

Author Topic: Follow-up on aiming interface.  (Read 2179 times)

Journey

  • Sergeant Major
  • *
  • Offline Offline
  • Posts: 132
    • View Profile
Follow-up on aiming interface.
« on: October 22, 2009, 22:51 »

Refer to this topic: http://forum.chaosforge.org/index.php/topic,2047.0.html

The changes in .9.9 on how the default position of the aiming reticle is somewhat of an improvement, but doesn't solve the problem it was supposed to, as the position is not saved when aiming into the dark (such as around corners), which was the driving force behind the proposal in the first place.

However, to remove any ambiguity, here's what I propose:

if there's an enemy in sight:
  if previously_fired_at is of type enemy AND that enemy is in view:
    aim at that enemy
  else:
    aim at closest enemy
else:
  if previously_fired_at is none:
    aim at player
  else:
    if previously_fired_at is of type barrel and that barrel is destroyed:
      aim at player
    else:
      aim at previously_fired_at


if the player moves:
  previously_fired_at = none
if the player reloads:
  keep previously_fired_at the same


The major ideas here:
1) If an enemy is in view, don't use what the player previously aimed at, at all - simply follow normal enemy aim behavior.
2) If the player aims at and destroys a barrel, presume that the player's intention is fulfilled and don't remember where the player aimed at.
3) Otherwise, aim at where the player previously fired, REGARDLESS of whether the position is in the player's line of sight or not.
Logged

Aki

  • Marketing/PR and Wiki Ops
  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 969
    • View Profile
Re: Follow-up on aiming interface.
« Reply #1 on: October 23, 2009, 00:40 »

We've told Kornel this before, he just doesn't listen :P
Logged
[0.9.9.7]
Rank: Arch-Vile Lt. General
Badges: [22/17/15/10/4/0]

Journey

  • Sergeant Major
  • *
  • Offline Offline
  • Posts: 132
    • View Profile
Re: Follow-up on aiming interface.
« Reply #2 on: October 25, 2009, 00:26 »

If that's truly the case, I would like to request an option (doomrl.ini, perhaps) to have the old aiming interface back.  Frankly speaking, the current one has been changed to offer no significant advantages (most of the time you're manually aiming to shoot where you can't see!), and offers significant disadvantages (if you're shooting and an enemy comes into range between your turn and the next, lack of auto aim is a huge pain and could be dangerous if you tap f another time, which is not unheard of, due to most things in this game requiring more than one shot/salvo to take down).
Logged

Aki

  • Marketing/PR and Wiki Ops
  • Elder
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 969
    • View Profile
Re: Follow-up on aiming interface.
« Reply #3 on: October 25, 2009, 00:37 »

Place a bounty on it.

Donate a small sum first, though.
Logged
[0.9.9.7]
Rank: Arch-Vile Lt. General
Badges: [22/17/15/10/4/0]

Karry

  • First Lieutenant
  • *
  • Offline Offline
  • Posts: 206
    • View Profile
Re: Follow-up on aiming interface.
« Reply #4 on: October 27, 2009, 11:42 »

Quote
If an enemy is in view, don't use what the player previously aimed at, at all - simply follow normal enemy aim behavior.
^^^ This.
I've died more than once because i just thought than when monster comes into view cursor will jump on the moster. Not good.
Logged
Pages: [1]