Page 5 of 5
Re: Changing Cruiser Command's direction
Posted: Thu Aug 22, 2013 10:10 pm
by Caladbolg
or just a hotkey that enables continuous "true fire" of weapons.
Press A to make weapon fire non-stop. Press A again to stop it. if you leave the console it automatically shuts down...
just a thought. I haven't read everything because I'm lazy, sorry if it was already shot down.
Re: Changing Cruiser Command's direction
Posted: Thu Aug 22, 2013 11:06 pm
by WhyteDragon
Caladbolg wrote:or just a hotkey that enables continues "true fire" of weapons.
Press A to make weapon fire non-stop. Press A again to stop it. if you leave the console it automatically shuts down...
just a thought. I haven't read everything because I'm lazy, sorry if it was already shot down.
... I must be an idiot or something to ignore that sort of solution.
Re: Changing Cruiser Command's direction
Posted: Fri Aug 23, 2013 5:10 am
by Siretu
WhyteDragon wrote:Red-Rocket wrote:because the ai is so good on weps and can do True DPS (because players will lag click slow), can we make it so you can just hold down the button or hold click on the map for it to auto shoot? because that will help deal true dps on weps without relying on ai, because lets admit, besides wraiths and destroyers, weps are one of the most fun roles in the game.
That or add more weps consoles but we dont have enough people for that
Siretu wrote:The problem is that the only way I could catch this is by events that will cause network lag. Because of this, it's not worth doing in my opinion.
A thought recently came to mind regarding this.
My assumption regarding this was originally that this would cause network lag due to the number of detections that would have to take place. However, surely it wouldn't hurt the system
that much under the following conditions, would it?:
- Only enable this event while the player is both selecting and in control of the weapons console.
- Either:
- Check if the key is held down every time the cooldown for firing comes off.
- Relate the keystate of the firing button to a boolean variable. When pressed, the boolean variable toggles to true and enables a firing trigger. When released, the boolean variable toggles to false, disables the firing trigger, and disables keystate detection for 1 second. At the end of the waiting period, it checks of the keystate of the firing button is down. If it is, the boolean variable toggles to true again and enables the firing trigger - if not, it sits on standby. The one second delay is to prevent 'key spamming,' limiting the trigger to only react at most two times per second. (1 Second as a number is arbitrary.)
I don't claim to be a fully educated programmer, or an IT expert, but if you're worried about flooding the network wouldn't it be possible by simply limiting the amount of received inputs?
The problem is, while in automatic firing mode, how do I get the mouse position?
Re: Changing Cruiser Command's direction
Posted: Fri Aug 23, 2013 7:04 am
by Caladbolg
WhyteDragon wrote:Caladbolg wrote:or just a hotkey that enables continues "true fire" of weapons.
Press A to make weapon fire non-stop. Press A again to stop it. if you leave the console it automatically shuts down...
just a thought. I haven't read everything because I'm lazy, sorry if it was already shot down.
... I must be an idiot or something to ignore that sort of solution.
Siretu wrote:The problem is, while in automatic firing mode, how do I get the mouse position?
Fire at last right click, change targeting position every time you right click some place new? don't know if it's possible.
Re: Changing Cruiser Command's direction
Posted: Fri Aug 23, 2013 8:30 am
by Siretu
Could do that, but it doesn't feel very intuitive but rather clunky.
Re: Changing Cruiser Command's direction
Posted: Fri Aug 23, 2013 10:16 am
by WhyteDragon
Ah, right, there's no method of obtaining the mouse's position in game is there... that would be an issue.
The only other option I could think of would be when you click on a unit. At that point the player just has to click the enemy BC and wait for the weapon's console to do the work for them.
... man, that sounds a bit boring. D: Even if it lets them switch between kinetics.
Re: Changing Cruiser Command's direction
Posted: Fri Aug 23, 2013 11:18 am
by Siretu
There is a method of obtaining the mouse's position, but it also suffers the same problem with latency. There's also no good way to do it less regularly, you basically have to have an event checking EVERYTIME a player's mouse moves.
I'm also not sure if there's an event for mouse button released.
In any case, this is getting drastically off-topic. If anyone wants to continue this discussion with additional ideas, start a new thread.