NOTAUTOAIMED flag

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Expand view Topic review: NOTAUTOAIMED flag

Re: NOTAUTOAIMED flag

by Graf Zahl » Sat Apr 07, 2012 9:26 am

That flag would never be displayed. It's only active for short periods during one tic - but never at the end of a tic.

And if it just needs to be there, then there's something wrong with the code.

Re: NOTAUTOAIMED flag

by Gez » Sat Apr 07, 2012 9:21 am

Graf Zahl wrote:- INTRYMOVE is strictly internal and has no business being exported to DECORATE.
That was more to get the info console command to actually work with any flag defined after it than for any other reason.

Re: NOTAUTOAIMED flag

by Graf Zahl » Sat Apr 07, 2012 6:42 am

Feature added, however:

- Not *EVER* for Heretic's pod
- INTRYMOVE is strictly internal and has no business being exported to DECORATE.

Re: NOTAUTOAIMED flag

by Gez » Sun Mar 18, 2012 5:20 am

Updated patch to avoid conflict with r3455.

Re: DONTAUTOAIM flag

by printz » Tue Mar 13, 2012 12:49 pm

NeuralStunner wrote:It's not like Heretic lacked freelook,
I think vanilla Heretic has look-up/down, but doesn't have freelook (always mouse-look, or just mouse-look).

Re: DONTAUTOAIM flag

by NeuralStunner » Tue Mar 13, 2012 12:07 pm

What's the issue with it being vanilla? It's not like Heretic lacked freelook, or the pods are teeny tiny.

Gez even provided a CVar to override this behavior, which I think should be enough.

Re: DONTAUTOAIM flag

by Nash » Tue Mar 13, 2012 4:57 am

Well maybe just for ZDoom's sake, the game shouldn't default to vanilla Heretic's behaviour? I mean, leave this feature for legitimate modders to use.

Re: DONTAUTOAIM flag

by Graf Zahl » Tue Mar 13, 2012 4:50 am

.+:icytux:+. wrote: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.

Precisely my concern with that particular change in here.

Re: DONTAUTOAIM flag

by Gez » Tue Mar 13, 2012 3:54 am

NOTAUTOAIMED.

Re: DONTAUTOAIM flag

by Enjay » Tue Mar 13, 2012 3:38 am

terranova wrote:+DONTAIMAT ?
Good

+DONTAUTOAIMAT

Better?

Re: DONTAUTOAIM flag

by Tapwave » Tue Mar 13, 2012 1:47 am

+DONTAIMAT ?

Re: DONTAUTOAIM flag

by Enjay » Mon Mar 12, 2012 6:11 pm

The name is a valid point though. DONTAUTOAIM sounds like the actor with the flag is actively doing something - it is being told "don't autoaim" - whereas, the auto-aiming feels more like it is being done from the player attack side rather than the object so it feels wrong. +DONTATTRACTAUTOAIM? (Too long?)

Either way, I don't mind much. The feature is the really important thing and there are a few other features that are not always immediately apparent from their name how they work but once you know how to use them it's fine. Sure it helps for the name to be as meaningful and accurate as possible but it's not a deal breaker if it isn't.

Re: DONTAUTOAIM flag

by printz » Mon Mar 12, 2012 6:01 pm

Gez wrote:"no aim target" sounds like broken English.
It reads like "not an aim target", but the article gets discarded, so "not" becomes "no" :)

Re: DONTAUTOAIM flag

by Gez » Mon Mar 12, 2012 5:55 pm

"no aim target" sounds like broken English.

Not giving the flag to the pods by default would be what I'd personally find annoying and senseless. If you'd let me take liberties, there would be a lot more uselessly shootable actors that'd get it; but I refrained myself to only change stuff that had a vanilla justification.

If people aren't happy with it, I have provided a cvar they can use.

Re: DONTAUTOAIM flag

by printz » Mon Mar 12, 2012 5:46 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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