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Replace walk toggle with "staggered" indicator / mobility toggle.

Posted: Wed Feb 13, 2019 9:08 pm
by nullbear
Davidchan wrote:Implement an acceleration system for the movement speed. When you move (from standstill) you start walking at the pace of a one legged cripple, and every tenth of a second you are moving in a straight line increases your speed until after a few seconds you'll be trucking along at full speed. If you're going over half speed then running into walls, closed doors or other solid objects (like people) will knock you down and do damage to you and what ever you collided with, and moving to fast and trying to turn can cause a similar result.
But more seriously, walking toggle is stupid.

Make it so that if a certain amount of time has passed since you last moved, then your next step is automatically considered 'walking'.

This would make it so that if you're damaged and limping at a pace that is already slower than walking, then you are automatically considered walking for the purposes of damage/slips etc.

It would also make it so that you could just tap-wait-tap-wait-tap (instead of holding the key down) to walk across a small field of janitor placed mop-mines, freeing up a hotkey, improving the control scheme a bit, and possibly repurposing the walk HUD button. I have a few other plans for it already.

- as per title. Button would show as an indicator as to whether your next step is considered 'walking' or if you are currently "staggered", a debuff that makes you vulnerable to slips/knockdowns.

Clicking the button would briefly toggle (3 seconds?) A mobility function, automatically climbing tables you bump into or something, instead of having to click and drag. Function may be different if u r staggered or not.

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

Posted: Wed Feb 13, 2019 11:14 pm
by oranges
why is it stupid

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

Posted: Thu Feb 14, 2019 12:13 am
by nullbear
Because there is never a benefit to walking, or moving more slowly, except for wet floors. Which 99% of the time people have already slipped on, and the floor has dried before they get back up.

The only use for walking therefore is to step across a wet floor that you've already slipped on. The buttons size and position implies that it's a lot more important than it is. And the act of toggling and untoggling it takes more effort than /literally walking/ . Walking is an easy task. Why is it so hard to do in ss13? For players who ACTUALLY want to walk slower, they don't even use it, they just tap the direction button, wait a second, then tap it again. Why not support that?

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

Posted: Thu Feb 14, 2019 12:19 am
by Hathkar
You know you can walk just by holding down alt, right?

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

Posted: Thu Feb 14, 2019 1:20 am
by MisterPerson
Walk-wait-walk-wait sounds fiddly, but I fucking hate the walk toggle, so I'm on board. I dislike the "toggle to climb tables" idea but only because my preferred way to climb onto tables would just be to walk into the table continuously for a duration to climb it. I agree click-drag sucks though.
Hathkar wrote:You know you can walk just by holding down alt, right?
OP literally has "freeing up a hotkey" as a reason for doing this so yes.

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

Posted: Thu Feb 14, 2019 1:27 am
by zxaber
nullbear wrote:It would also make it so that you could just tap-wait-tap-wait-tap (instead of holding the key down) to walk across a small field of janitor placed mop-mines, freeing up a hotkey, improving the control scheme a bit, and possibly repurposing the walk HUD button. I have a few other plans for it already.
Changing behavior based on double-tapping but not holding a movement key is always cancer and please never do this.

Slowdowns counting as walk would be cool though. I'm like 80% sure you make quieter footstep noises while walking too, but that might just be anecdotal.

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

Posted: Thu Feb 14, 2019 7:10 am
by nullbear
zxaber wrote:
nullbear wrote:It would also make it so that you could just tap-wait-tap-wait-tap (instead of holding the key down) to walk across a small field of janitor placed mop-mines, freeing up a hotkey, improving the control scheme a bit, and possibly repurposing the walk HUD button. I have a few other plans for it already.
Changing behavior based on double-tapping but not holding a movement key is always cancer and please never do this.

Slowdowns counting as walk would be cool though. I'm like 80% sure you make quieter footstep noises while walking too, but that might just be anecdotal.
I think that you're misunderstanding the double-tap thing. It's not "tap twice to trigger walking".

When you tap a directional key, you move into the tile and then STOP moving. Versus when you hold the key, you move into the next tile, and then CONTINUE moving into the next tiles after that.
My suggestion would just be changing it so that when you TAP vs. when you HOLD, then the tap is assumed to be in 'walk-mode'.

This has the benefit of: You do not have an artificially imposed slowdown for "walking". As in, if you choose to tap, move into a tile, you are not REQUIRED to wait 0.2 seconds before you can move again. But if you move FASTER than that, you wont get the 'no-slip' benefit of walk mode. You dont have to click a toggle in order to move at normal speed again, you can just... move at normal speed. Or move slower. At your own discretion, with walking becoming more natural.

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

Posted: Thu Feb 14, 2019 7:52 pm
by zxaber
nullbear wrote:
zxaber wrote:
nullbear wrote:It would also make it so that you could just tap-wait-tap-wait-tap (instead of holding the key down) to walk across a small field of janitor placed mop-mines, freeing up a hotkey, improving the control scheme a bit, and possibly repurposing the walk HUD button. I have a few other plans for it already.
Changing behavior based on double-tapping but not holding a movement key is always cancer and please never do this.

Slowdowns counting as walk would be cool though. I'm like 80% sure you make quieter footstep noises while walking too, but that might just be anecdotal.
I think that you're misunderstanding the double-tap thing. It's not "tap twice to trigger walking".

When you tap a directional key, you move into the tile and then STOP moving. Versus when you hold the key, you move into the next tile, and then CONTINUE moving into the next tiles after that.
My suggestion would just be changing it so that when you TAP vs. when you HOLD, then the tap is assumed to be in 'walk-mode'.

This has the benefit of: You do not have an artificially imposed slowdown for "walking". As in, if you choose to tap, move into a tile, you are not REQUIRED to wait 0.2 seconds before you can move again. But if you move FASTER than that, you wont get the 'no-slip' benefit of walk mode. You dont have to click a toggle in order to move at normal speed again, you can just... move at normal speed. Or move slower. At your own discretion, with walking becoming more natural.
It's still a worse control scheme than just holding a button.

We have other keys not yet bound, you don't have to steal Alt for whatever function you "have a few other plans".

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

Posted: Fri Feb 15, 2019 12:47 am
by nullbear
..
I think you're trolling but i dont wanna b mean in case you're serious.
..

-> Walking by pressing WSAD, vs clicking a button to toggle force a slowdown debuff, then clicking the button again to walk normally. -> Worse control scheme than just holding a button.??

Also, im not 'stealing a hotkey', im removing the need for one entirely and converting the hud-button into a hud-indicator instead.

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

Posted: Fri Feb 15, 2019 1:49 am
by PKPenguin321
the problem is that any amount of lag will change the timing and fuck everything up
just hold alt

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

Posted: Fri Feb 15, 2019 2:34 am
by nullbear
"100% lag free"
Are you trying to tell me something?

Lemme reword this:
It's not "double-tap" or "time your taps"
It's "when you stand still for .01 seconds, your next step is 'walking'

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

Posted: Fri Feb 15, 2019 3:05 am
by PKPenguin321
this would break the classic drop banana peel next to man -> drag man onto peel

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

Posted: Fri Feb 15, 2019 4:37 am
by MisterPerson
We could special case mobs that are being dragged so they slip no matter how fast they move.

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

Posted: Fri Feb 15, 2019 4:39 am
by wesoda25
I feel the way this is going currently will result in something worse than we have now.

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

Posted: Fri Feb 15, 2019 5:58 am
by NoxVS
PKPenguin321 wrote:this would break the classic drop banana peel next to man -> drag man onto peel
Don’t you slip on banana peels, clown PDAs, soap, and space lubed tiles even if you are walking?

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

Posted: Fri Feb 15, 2019 6:33 am
by MrStonedOne
No replace, only add.

But for real, I can understand what you are saying, but it could never work as the only control scheme, it could work as an added system.

Really we just need to properly formalize speed and momentum in the codebase so slips and shit like that are based on how fast you are moving, not what movement mode you are in.

Re: Replace walk toggle with "staggered" indicator / mobility toggle.

Posted: Fri Feb 15, 2019 7:59 am
by PKPenguin321
NoxVS wrote:
PKPenguin321 wrote:this would break the classic drop banana peel next to man -> drag man onto peel
Don’t you slip on banana peels, clown PDAs, soap, and space lubed tiles even if you are walking?
oo yeah youre right

what MSO said sounds legit then, wouldnt mind this as an added thing