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Sign upAiming system #2194
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CataJenkins
commented
Jul 25, 2013
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Build successful! |
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Not sure how that works, could you add a description (probably to UI as well?) |
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Recoil or dispersion? We can already wait after we fire and recoil will eventually reset itself to zero. |
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Tthe basic idea is to have both "recoil" and "aim". |
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Bump for great rebasing. This is back working again, now comes the balance stuff, goals in OP. |
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@kevingranade, how did you make those great tickboxes in OP? |
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It's a github specific extension, put "- [ ]" or "- [x]" at the beginning |
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About half way through converting dispersion to MOA, had to stop to fix some build issues. |
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This is very nearly done, I'd loooove some feedback on the firing menu and how it plays in general. |
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@kevingranade is this still happening? This looks pretty cool. |
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It is pretty cool. Had some issues with NPCs and interface when I last checked on it, but Kevin's pretty busy so progress is slow. :-( |
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It's still in progress, I'm redoing ranged balance pretty much from |
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More to the point, NPCs need to actually take shots at range, rather than charging to point-blank and then one-headshotting the player. (If that's mathematically somehow the optimum behavior--greater bonus to accuracy from getting 100 move-points closer than from aiming for those 100 points--it's still NOT self-preserving, so intelligent folks probably shouldn't do it.) |
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Thanks for reporting the NPC charging issue, just missed applying the scaling factor for the quarter-degree to MoA conversion. |
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With the latest set of changes I'm pretty happy with the UI for aiming, you now get the two bars showing "steadiness" (relative measure of aiming compared to your personal best) and "confidence" (an estimate of how likely you are to hit). You can see both of them tick up as you spend aim actions. |
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Test result, long-ranged rifle shooting (M4 v. M4 turret, seems a reasonable use case) at skill 3: Steadiness doesn't seem to markedly improve Confidence at low skills or long range, and it's not clear what benefit the scope provides. Not a major issue since the game doesn't currently offer odds on one's shots, but folks might start asking. |
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Rebased on latest to get past the restyling and warning fixing changes. |
KA101
self-assigned this
Aug 15, 2014
KA101
reviewed
Aug 16, 2014
| const std::string steadiness_label = _("Steadiness: "); | ||
| const int confidence_width = window_width - utf8_width( confidence_label.c_str() ); | ||
| const int steadiness_width = window_width - utf8_width( steadiness_label.c_str() ); | ||
| const std::string confidence_meter = std::string( confidence_width * confidence, '*' ); |
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KA101
Aug 16, 2014
Contributor
On WinCurses, this overruns (bar starts appearing on the next line) at skill 6 or so, point-blank, handgun. I was using the L39B.
KA101
removed their assignment
Aug 16, 2014
kevingranade
changed the title
Aiming system [WIP][CR]
Aiming system
Aug 27, 2014
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kevingranade
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Jul 25, 2013
kevingranade
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Nov 18, 2014
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Rebased for post-0.B, and fixed the wraparound confidence meter. |
kevingranade
added some commits
Nov 19, 2014
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With that last set of tweaks I'm pretty happy with how it plays. |
KA101
self-assigned this
Nov 19, 2014
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Looks OK. Could quibble about the meter layout but that shouldn't stop this from getting in. |
KA101
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Nov 20, 2014
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Nov 20, 2014
kevingranade
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Nov 20, 2014
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How do I continue aiming instead of shooting? This looks great, though! EDIT: Nvm, am not using the right version, I will try it myself. |
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It says on the firing screen, but the commands are: Let me know if you think of a way to make things clearer, first impressions |
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I tried it, the commands are not the one you said, but it is pretty self explanatory. I do like the new feel of actually aiming. As a non english speaker I'm not sure if I can really see he difference between the different aiming modes. Perhaps this could be colour-coded? Also, maybe it would be possible to make a "|" at the end of the steadiness line, just that you know that you have maximum steadiness. So far with my criticism and ideas. A really nice feature, kevin! |
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I was thinking about replacing the meter with a message, like "maximum |
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Yeah, that's also a good idea. I still have to test how it impacts my gameplay, but it is definitely awesome stuff. |
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I've seen a forum bug report that throwing's crashing with this. Betting it's related, as I didn't think to test throwing. |
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Yea I saw that, probably crept in with the rebase, I know I tested throwing |
kevingranade commentedJul 25, 2013
A prototype for a system where you spend time aiming to get recoil all the way down to zero.
The concept is that if you simply hit 'f'ire, pick a target, and shoot, that's "shooting from the hip".
If you want to make a shot that has any degree of difficulty to it, you're going to need to spend some time/moves on aiming to get your accuracy up.
A kind of side effect/kind of intentional component of this is that moving, getting hit, etc... will reset your aim, meaning you cannot run-and-gun unless you're good enough to hit things with snap shots. It'll still be perfectly reasonable to stay 10'-20' away from the nearest zombie blasting away and only caring about recoil, but if you want to make shots at 60'+, you're probably going to need to spend some time aiming between each shot.
Goals:
Work for later: (these ended up being easier than expected, and are done)
Incidentally fixes #6936
*In reality it sets an aim action and re-enters the aim menu immediately on your next turn.