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Summer Thaw: The Unused Ideas 1: Progress Bar for interaction and do_after() #9921
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Sprite could be reworked to be in HUD colors, perhaps? |
Goon has this, as well, but it ONLY appears for the plaeyr doing the action---in part to allow for a bit more stealthy approaches to thing. Either case It's...an interesting feature, so I have mixed feelings about it. |
could do it for actions when in non harm modes only |
Down the line it would be nice to have the image set per-action or at least per-object, but for now this is an ok framework to expand on. Should prob be changelog'd. |
@Fox-McCloud odd, usually I can see it when others do it kinda kills the point of it if only you can see it @MrPerson yeah that could be done, i put the base for the icon in the dmi so that people can make ones for actions right now I need to figure out the intense math for a progress bar tho |
I think there's a lot of inconsistency---intentionally, in a lot of cases. RIP stealth-emagging APCs and stealth removing cuffs in a dark corner. |
@Fox-McCloud removing cuffs in front of anyone is a bad idea, find somewhere to hide to do that |
@xxalpha why provide reasoning |
new sprites in OP btw |
This looks nice, but wouldn't it work best if it was only visible to the player doing the action? |
This should be visible to the player only, other players do not need to see when you are doing actions |
Definitely make it visible to the player only, or it'll get annoying real fast. |
I've got a thing I'm working on to make it much much much less intrusive and obnoxious. |
Also, the thing is, one of the main reasons I'm adding this is so that you can tell if another player is sitting there idling or if he's unwrenching something/welding down a wall/screwing in a dong and how long it's gonna take them to finish. I want to keep it visible for everyone around. The new version is much less intrusive, I'll put up a gif soon. |
Wait till you see the new version. Also, explain why my reasoning is bad then. |
Explain why it shouldn't be visible to everyone. I can't understand what you don't explain. |
Wait for the next gif to go up.
If we want certain interactions to be stealthy, I can just add a var to do_after() that if you enable it, it becomes stealthy.
Wait for the next gif to go up. |
New GIFs uploaded, check the OP |
I do like this alot, but I also think preferences for this should exist. Show Everyone's, Show Yours, or Hide All. Not disabling any for other people, just keeping certain ones invisible to you specifically, based on the selected preference, if that's possible without speshul snowflakes and whatnot. I also very much agree with the stealth var you suggested. Overall: 👍 |
This is pretty much like Goon's, at this stage, minus the icons to indicate what's going on---it's also a lot nicer looking progress bar and far far less intrusive. Do agree there should be a stealth var for "just in case" (can't think of anything that would need it at the moment though). |
I've done all I can to it at this point. Someone else will need to make it visible only to the owner, I guess. Or make a preference or something |
This Edit: Without these changes though, 👎 from me, a lot of actions in this game would need this bar and many of those actions are also done stealthily or in secret. This is a huge nerf to stealth globally. |
👎 not using smooth animations |
Should be visible to the player only |
@hoaxit there is literally no way to do a smooth bar animation here. I can only update the bar every tick. |
An alternative display could be to change mouse icon into a spinning timer or whatever by fiddling with the pointer icon; however it'd be only visible to the user of course. |
Whats the difference between do_mob() and do_after()? |
One tracks the locations of 2 mobs, 1 tracks the location of 1 mob |
@Iamgoofball Except |
If I recall I did intend to merge the two when I added the target argument, but there was something that stopped me, although of course I cannot remember what it is now! Anyway yeah, do_mob could just call and return do_after with the right parameters. |
@optimumtact or we could just not be lazy, update all calls of |
I don't think a double function call should be very much overhead If you want to go through and update every single call to do_mob be my guest, it's unfair to expect goof to do that however. |
@optimumtact I'm not expecting goof too at all, I never stated that anywhere and if it came across as such it was not my intention. Yet the topic of "why do we have two procs that used to be fairly similair which one of the two now completely encompasses the other's functionality" was brought up, and I offered what I know on said topic. |
Fair enough. |
..Still think this needs to be a user preference option. |
I don't think anyone is gonna say "I really don't want to know exactly when
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I really don't want to know exactly when I'm going to finish wrenching this wall. |
May I ask why? Seems like a pretty universally desired addition.
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Why does this need a preference option to fill up the already pointlessly bloated preferences screen, filled by people bleating that they don't want any QOL features at all? |
I'm not gonna do a preference option then I guess |
…o graphics Conflicts: code/ATMOSPHERICS/atmospherics.dm code/game/machinery/computer/computer.dm code/game/objects/items/weapons/explosives.dm code/game/objects/structures/crates_lockers/closets/fireaxe.dm code/game/objects/structures/musician.dm code/game/objects/structures/tables_racks.dm code/game/objects/structures/window.dm
Summer Thaw: The Unused Ideas 1: Progress Bar for interaction and do_after()
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lol i actualy like ze atmoshpere. even if shit hits the fat i have to have my EHMURSIONS |
regardless this PR has been merged and live on the server for 8 days |
honestly i dont hate it i just dont like the idea of having progress bars on an RP server. yes i know paradise! RP? |
This is TG Station, son. |
gameplay > RP always |
tgstation |
actually i just saw the client side part...so now since only we can see our bars i'm good with it. deleting the 👎 comment and 👍 this. |
This commit does the following: - Ports progress bars from -tg- (tgstation/tgstation#9921) - Refactors wall attackby code to make it 100% less insane; Instead of manually checking every little thing, it uses do_after, consequentially, making the new progress bars affect dealing with walls as well. Wall code makes a tiger sad.
WITH THE NEW UPDATE, IT IS NOW CLIENTSIDE. OTHER PEOPLE CANNOT SEE YOUR PROGRESS BAR.
a variant upon https://tgstation13.org/phpBB/viewtopic.php?f=5&t=3771#p93276
basically if you do any action where you gotta stand still for a bit, this makes a progress bar show up
every other multiplayer game has something like this if it has interaction of this kind
since animations of the player are out of the question, this works best for the situation
this way if you're welding off a wall, people know not to bump into you.