Selective Autoaim for Weapon Functions

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Re: Selective Autoaim for Weapon Functions

by Tormentor667 » Thu Sep 10, 2015 7:16 am

Thank you :)

Re: Selective Autoaim for Weapon Functions

by Blue Shadow » Thu Sep 10, 2015 6:44 am

Tormentor667 wrote:In which way has it been implemented?
This way, I believe.

Re: Selective Autoaim for Weapon Functions

by Tormentor667 » Thu Sep 10, 2015 4:41 am

In which way has it been implemented? (or actually, how can this be applied to the WOlfenDoom grenades?)

Re: Selective Autoaim for Weapon Functions

by Ed the Bat » Thu Sep 10, 2015 3:35 am

Looks like this can be closed, now. :D

Re: Selective Autoaim for Weapon Functions

by Tormentor667 » Wed Jul 29, 2015 1:51 pm

Is this hard to add, low prio or simply impossible? Some programmers' feedback would be appreciated :)

Re: Selective Autoaim for Weapon Functions

by Tormentor667 » Thu Jun 18, 2015 3:15 am

Exactly why I am looking forward to this as well:
http://forum.zdoom.org/viewtopic.php?f=3&t=48873

Re: +WEAPON.NOAUTOAIM_PRIMARY/SECONDARY

by NeuralStunner » Sun Jun 22, 2014 10:54 pm

Sure. (You could also archive the OP in a spoiler and put the new concept above it.)

Re: +WEAPON.NOAUTOAIM_PRIMARY/SECONDARY

by Ed the Bat » Sun Jun 22, 2014 8:37 pm

NeuralStunner wrote:Okay, yeah, I see that now. It's just that you weren't specific about "this" in the bump post. :P
Well, since I was indicating that I made the bump solely for the presence of the new flags parameter in A_CustomMissile, I figured it was implied that I wanted to take that route. And again, as you said before, it would be a more precise way to tell the engine what is desired; one of a number of reasons this is a more proper approach.

Though, come to think of it, I suppose it would be prudent of me to change the thread title to reflect the current desires?

Re: +WEAPON.NOAUTOAIM_PRIMARY/SECONDARY

by NeuralStunner » Sun Jun 22, 2014 8:14 pm

Ed the Bat wrote:I'm pretty certain that the several posts preceding my latest bump are to that tune (read: I agree with you). I only proposed it as a flag the first time because I thought it would have a better chance of being done quicker. 19 months later, I wonder if I would've been right about that. :P
Okay, yeah, I see that now. It's just that you weren't specific about "this" in the bump post. :P

Re: +WEAPON.NOAUTOAIM_PRIMARY/SECONDARY

by Ed the Bat » Sun Jun 22, 2014 7:43 pm

NeuralStunner wrote:Thinking about it, I'm unsure whether this would work... How would the firing functions "know" which firing function initiated the attack?

Personally I would vote for all generic attack functions getting a noautoaim flag in them.
I'm pretty certain that the several posts preceding my latest bump are to that tune (read: I agree with you). I only proposed it as a flag the first time because I thought it would have a better chance of being done quicker. 19 months later, I wonder if I would've been right about that. :P

Re: +WEAPON.NOAUTOAIM_PRIMARY/SECONDARY

by NeuralStunner » Sun Jun 22, 2014 7:40 pm

Thinking about it, I'm unsure whether this would work... How would the firing functions "know" which firing function initiated the attack?

Personally I would vote for all generic attack functions getting a noautoaim flag in them.

Re: +WEAPON.NOAUTOAIM_PRIMARY/SECONDARY

by Ed the Bat » Sun Jun 22, 2014 12:06 pm

Now that A_FireCustomMissile officially has a flags parameter, would it be possible to consider this again? For a long time now, I've had to hack up weapons where one method of fire needs to ignore autoaim and the other should not.

Re: +WEAPON.NOAUTOAIM_PRIMARY/SECONDARY

by Ed the Bat » Wed Mar 13, 2013 1:57 am

I've been mulling this idea over some more, recently. I wasn't sure how much work it would be, because I didn't really take account of how many different functions would need to be updated. But, I went through the list just now, and since I feel it would be acceptable to just add this to the customizable ones, and leave the more rigid ones (like A_FirePistol) alone, since those weren't meant to be customized anyway...

It looks likes it just boils down to A_FireBullets and A_FireCustomMissile, as things stand now. I'd also like it for A_RailAttack, but since rails don't even support autoaim of any kind right now, that would be contingent on a separate feature suggestion I made, and won't be affected unless that gets approved. So, knowing it would only really require two (or maybe three) functions to get updated, I feel a bit more confident about the validity of this suggestion, because I would very much like to see it implemented.

Re: +WEAPON.NOAUTOAIM_PRIMARY/SECONDARY

by Ed the Bat » Sat Jan 19, 2013 1:44 pm

As all this is happening, it might also be the perfect opportunity to finally see about giving railguns the ability to honor/deny autoaiming.

Re: +WEAPON.NOAUTOAIM_PRIMARY/SECONDARY

by Xaser » Sat Jan 19, 2013 12:15 pm

Useammo would become a 'flags' field, that's correct. Aim already has more than two values, so it's not a boolean field. That one will stay as-is.

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