Chaosforge Forum
DRL => Requests For Features => Topic started by: Journey on October 22, 2009, 22:51
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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.
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We've told Kornel this before, he just doesn't listen :P
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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).
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Place a bounty on it.
Donate a small sum first, though.
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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.