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Vision Cones
Posted: Mon Feb 20, 2017 12:15 am
by onleavedontatme
Re: Vision Cones
Posted: Mon Feb 20, 2017 12:19 am
by Bombadil
TACTICAL ESPIONAGE ACTION....
Wait how does it interact with xray
Also sneaking suits when?
Re: Vision Cones
Posted: Mon Feb 20, 2017 5:11 am
by PKPenguin321
I'm down to try it with the newly proposed tweaks (as opposed to the initial idea of outright blindness behind you). Would it be possible to also be able to see the tile immediately behind you too, though, so you can see people that you're pulling or whatever?
Re: Vision Cones
Posted: Mon Feb 20, 2017 5:21 am
by onleavedontatme
People you are pulling are already exempt
Re: Vision Cones
Posted: Mon Feb 20, 2017 7:36 am
by XDTM
Looks great, can't wait to get gameplay rebalanced around this
Re: Vision Cones
Posted: Mon Feb 20, 2017 10:57 am
by Arianya
It'd be nice to have some of the suggested stuff like running behind someone showing up but I realize that if we tried to perfect a feature before implementing nothing would ever get implemented.
I look forward to the clown slipping people from behind.
Re: Vision Cones
Posted: Mon Feb 20, 2017 12:17 pm
by Reece
>Run forward
> Click behind self constantly for constant vigilance.
> Can't wait for someone to port diziness.
Re: Vision Cones
Posted: Mon Feb 20, 2017 1:10 pm
by lzimann
Reece wrote:>Run forward
> Click behind self constantly for constant vigilance.
> Can't wait for someone to port diziness.
With the cone moving when you changing dirs, we don't need in-game diziness, you will probably get dizzy in real life anyway.
Re: Vision Cones
Posted: Mon Feb 20, 2017 1:11 pm
by Steelpoint
Not unrealistic for anxious people to be constantly checking behind their shoulder.
Re: Vision Cones
Posted: Mon Feb 20, 2017 3:56 pm
by paprika
>Randy's face when people figure out that lifeweb features are easy as fuck to replicate
>People are actually paying for this
So, it's settled then, /tg/ is going from 'classic goonleak ss13 stunbased spamklikks robust' to 'lifeweb but in space'?
Can I come back and add more lifeweb 'inspired' features or what?
Re: Vision Cones
Posted: Mon Feb 20, 2017 4:00 pm
by Steelpoint
You can some back only if you do all your changes in one PR.
Re: Vision Cones
Posted: Mon Feb 20, 2017 4:07 pm
by danno
paprika wrote:>Randy's face when people figure out that lifeweb features are easy as fuck to replicate
>People are actually paying for this
So, it's settled then, /tg/ is going from 'classic goonleak ss13 stunbased spamklikks robust' to 'lifeweb but in space'?
Can I come back and add more lifeweb 'inspired' features or what?
I wish you would
Re: Vision Cones
Posted: Mon Feb 20, 2017 4:10 pm
by paprika
Here's another idea that is too good even for lifeweb:
If you add 'vision cones', you need to add fixed eye so you can strafe and keep your vision in one direction.
Additionally, something I decided would be a good idea but never got around to coding is 'targetting'. Basically you mmb someone (this button isn't really used for much right now) or whatever and it puts an overlay on them. Your character automatically faces them when you're targetting them and it allows for the vision cone combat to be a lot more fun when you worry about positioning instead of constantly switching directions. Very easy to implement, just update your dir when your target moves or you move. I barely had it working on my private test sandbox but it improves the lifeweb-esque FOV combat 1000%. Fixed-eye is a mandatory feature if you're going to do FOV and mix-up the ss13 combat, though.
Good luck!
Re: Vision Cones
Posted: Mon Feb 20, 2017 5:14 pm
by Sometinyprick
paprika wrote:>Randy's face when people figure out that lifeweb features are easy as fuck to replicate
>People are actually paying for this
So, it's settled then, /tg/ is going from 'classic goonleak ss13 stunbased spamklikks robust' to 'lifeweb but in space'?
Can I come back and add more lifeweb 'inspired' features or what?
I personally really enjoyed everything about lifewebs slower style combat, I don't really think anyone enjoys the "yakety-sax" style combat we have now, other than how funny it looks sometimes I guess.
Re: Vision Cones
Posted: Mon Feb 20, 2017 8:31 pm
by paprika
Should have just asked me, I coded this and put it up publicly on my github for free weeks ago
The people you paid probably stole it too
ayyy!
Re: Vision Cones
Posted: Mon Feb 20, 2017 11:01 pm
by PKPenguin321
I think our current combat is fun, though. You can't say you've never had a good fight with it before. I had one just the other day involving four lasers in my bag, dual wielding, a captain in crit, an armed atmos tech, and a sec officer.
I'm not saying our combat couldn't be improved, but don't be so quick to just dismiss what we have.
Re: Vision Cones
Posted: Tue Feb 21, 2017 12:15 am
by John_Oxford
time to set up a macro that automatically makes me step in the opposite direction im moving every three steps so that i can see behind myself
also we should add take downs for cqc, if you are behind someone you should be able to put them in a choke hold or something similar.
Re: Vision Cones
Posted: Tue Feb 21, 2017 2:32 am
by danno
paprika wrote:Should have just asked me, I coded this and put it up publicly on my github for free weeks ago
The people you paid probably stole it too
ayyy!
wait fuckin really
Re: Vision Cones
Posted: Tue Feb 21, 2017 3:04 am
by Cobby
danno wrote:paprika wrote:Should have just asked me, I coded this and put it up publicly on my github for free weeks ago
The people you paid probably stole it too
ayyy!
wait fuckin really
c u c k e d
Re: Vision Cones
Posted: Tue Feb 21, 2017 3:48 am
by paprika
danno wrote:paprika wrote:Should have just asked me, I coded this and put it up publicly on my github for free weeks ago
The people you paid probably stole it too
ayyy!
wait fuckin really
Yep, I put it up for a guy and it was for a different project but he probably shared it
Maybe not, the concept was the same though, not like there's any other logical ways to do it (adding mobs to list, updating when people move, overlays, etc)
Re: Vision Cones
Posted: Tue Feb 21, 2017 4:01 am
by danno
paprika come back
Re: Vision Cones
Posted: Tue Feb 21, 2017 5:18 am
by oranges
don't come back unless you can handle getting told no
Re: Vision Cones
Posted: Tue Feb 21, 2017 1:43 pm
by confused rock
please come back old paprika
Re: Vision Cones
Posted: Tue Feb 21, 2017 6:14 pm
by Sometinyprick
paprika wrote:Should have just asked me, I coded this and put it up publicly on my github for free weeks ago
The people you paid probably stole it too
ayyy!
rip
Re: Vision Cones
Posted: Tue Feb 21, 2017 6:22 pm
by calzilla1
HEY HEY DID YOU HEAR THAT?LISTEN!
guuuun craaaftiiiing
Re: Vision Cones
Posted: Wed Mar 01, 2017 10:54 pm
by IcePacks
PKPenguin321 wrote:I'm down to try it with the newly proposed tweaks (as opposed to the initial idea of outright blindness behind you). Would it be possible to also be able to see the tile immediately behind you too, though, so you can see people that you're pulling or whatever?
My idea for this was that you could still see running and attacking mobs outside of the cone. That way we can leave combat unchanged, give walking a purpose, and still add sneaky shenanigans.
Re: Vision Cones
Posted: Wed Mar 01, 2017 11:02 pm
by ShadowDimentio
It makes sense, but people running (read: the people being snuck up on) would be able to outrun the people stealthing (read: the people walking) basically always, so it'd be useless.
Re: Vision Cones
Posted: Wed Mar 01, 2017 11:10 pm
by IcePacks
That's kinda the point. Sneaking up on someone running down the hallway shouldn't be possible. There's plenty of other scenarios you can get your sneak on in.
Re: Vision Cones
Posted: Thu Mar 02, 2017 7:17 am
by Jacough
See my idea was that people outside your come out vision would have the short of drone effect in that they'd just appear as sort of featureless silhouettes while they're running or using something noisy like an esword or a gun. If they're just walking and being quiet however, you can't see them.
Re: Vision Cones
Posted: Thu Mar 02, 2017 9:27 am
by oranges
sounds cool, but you'd need to do quite a bit of work to add a sound_level value to mobs