[Added] NOTAUTOAIMED flag

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NOTAUTOAIMED flag

Postby Gez » Sat Mar 10, 2012 4:13 pm

Vanilla Heretic has this in PTR_AimTraverse:
Code: Select allExpand view
//
// shoot a thing
//
   th = in->d.thing;
   if (th == shootthing)
      return true;      // can't shoot self
   if (!(th->flags&MF_SHOOTABLE))
      return true;      // corpse or something
   if(th->type == MT_POD)
   { // Can't auto-aim at pods
      return(true);
   }


The ability to have shootable things that do not snag autoaim (even when not using "smart autoaim" settings) has long been desired by modders, to create destructible decorations or even to make protective barriers (e.g.).

This patch adds a DONTAUTOAIM flag that does that, and gives it to the Heretic pod.
Attachments
notautoaimed.zip
Updated patch to avoid conflict with r3455.
(1.18 KiB) Downloaded 16 times
Last edited by Gez on Sun Mar 18, 2012 6:19 am, edited 2 times in total.
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Re: DONTAUTOAIM flag

Postby NeuralStunner » Sat Mar 10, 2012 4:24 pm

:wub:
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Re: DONTAUTOAIM flag

Postby Nightfall » Sat Mar 10, 2012 4:26 pm

Finally!
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Re: DONTAUTOAIM flag

Postby Enjay » Sat Mar 10, 2012 6:29 pm

Image
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Re: DONTAUTOAIM flag

Postby Nash » Sat Mar 10, 2012 9:20 pm

YES PLESAE
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Re: DONTAUTOAIM flag

Postby Graf Zahl » Sun Mar 11, 2012 4:19 am

Regardless of the usefulness of the flag, this has been one of the most annoying and frustrating features Heretic has ever done. Back in the day I was wondering why it was so hard to destroy these godforsaken pods when they were blocking my way. Of course with mouseaim it's far less severe these days.

So I'm somewhat hesistant to add this patch as it is, seeing that it can only be used to repeat the exact same annoying situations.


BTW, last time it came up I flat out rejected it.
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Re: DONTAUTOAIM flag

Postby Nightfall » Sun Mar 11, 2012 9:53 am

Would you rather fire a rocket at an imp, only to have autoaim redirect it at landmines and die from splash damage? Avoiding that is pretty much the main reason to have this flag.

And ZDoom has countless other means for modders to create annoying situations. If you're so scared of a situation like this involving +DONTAUTOAIM, you can always create a cheat command/cvar that traverses all mobjs and clears it off them. ;)
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Re: DONTAUTOAIM flag

Postby Ghastly_dragon » Sun Mar 11, 2012 2:36 pm

Nightfall wrote:only to have autoaim redirect it at landmines and die from splash damage?

To clarify this a bit, I assume something like proximity mines that you want an altfire to detonate, using A_KillChildren. To be killed, they have to be +Shootable, so... yeah.

And ZDoom has countless other means for modders to create annoying situations.
Want a monster that effectively auto-MDKs you? Okay, people just won't play that mod. :P
Last edited by Ghastly_dragon on Sun Mar 11, 2012 3:24 pm, edited 1 time in total.
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Re: DONTAUTOAIM flag

Postby NeuralStunner » Sun Mar 11, 2012 2:59 pm

Nightfall wrote:And ZDoom has countless other means for modders to create annoying situations.
Such as putting NOAUTOAIM on all the weapons.

Though when I do this, it's because autoaim screws with how many of my weapons work, and turning it off for some means I have to turn it off for an entire mod.
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Re: DONTAUTOAIM flag

Postby Gez » Sun Mar 11, 2012 5:19 pm

Alright, so here's a trivial update. Made a cl_doautoaim variable that you can use to ignore the flag's effect if so you really want. False by default.
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Re: DONTAUTOAIM flag

Postby Enjay » Sun Mar 11, 2012 6:55 pm

IMO, this is very important flag. The first time I experienced problems with this was waaaay back when I was messing with Aliens TC (I don't remember if it was the original or my own modification). Things like shootable lamps were hanging from the ceiling and, because they were closer, I kept shooting them instead of the aliens and consequently had my ass handed to me. There are plenty of mods where this flag would come in handy. Yes, I see the potential for abuse and "clever" modders saying "hurr, you'll not be auto-aiming in my mod" but with a user specified override, I see no danger in the flag being there for good, legitimate use.
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Re: DONTAUTOAIM flag

Postby Gez » Sun Mar 11, 2012 7:00 pm

The Aliens TC is one thing, but what annoyed me the most was all those burnable trees in Hexen snatching sapphire wand attacks or catching lightning when playing the mage. It's even sillier because they're immune to that. Though as a cleric, it's also annoying when your spells decide to incinerate some shrub instead of the ettin that's just behind.
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Re: DONTAUTOAIM flag

Postby .+:icytux:+. » Mon Mar 12, 2012 5:24 pm

I'd love this feature, but what I think is weird is that its automatically being given to the heretic pods? like out of all the annoying things you can autoaim to, the heretic pods? I actually want my autoaim to shoot those.
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Re: DONTAUTOAIM flag

Postby Gez » Mon Mar 12, 2012 5:28 pm

.+:icytux:+. wrote:I'd love this feature, but what I think is weird is that its automatically being given to the heretic pods?

Please send your complaint letters to these two guys. :P
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Re: DONTAUTOAIM flag

Postby printz » Mon Mar 12, 2012 6:46 pm

OK, since this is ZDoom and it can take liberties, why not simply not give this flag to the pods by default, if it's so annoying and senseless in that case?

Also DONTAUTOAIM sounds too similar to NOAUTOAIM. Why not call it NOAIMTARGET?
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