aliens

Author Topic: "Strafe" sideways move  (Read 27059 times)

Offline alienfood

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Re: "Strafe" sideways move
« Reply #15 on: December 29, 2012, 02:09:40 am »
I pushed the changes, described above.

The request for shift-click as an option is reasonable, this will get done eventually. I used SDL to detect key states, so it ought to be cross-platform. It would be nice to hear from somebody that it works on a non-win platform. Turret state is rendered, this has been in there for a while I think.

I have not done much testing with path preview. If you have trouble, turn off path preview and I'll issue a patch.

I could have done a much better job with the soldier-strafe implementation, I will go back and code-clean that section using the learning I acquired during the last week. My thanks to Sup and Warb who waded through and cancelled some of my previous garbage.

Offline hsbckb

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Re: "Strafe" sideways move
« Reply #16 on: December 29, 2012, 11:58:53 am »
To be fair, can aliens move in this way?

Volutar

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Re: "Strafe" sideways move
« Reply #17 on: December 29, 2012, 12:08:15 pm »
i can say - no

Offline Warboy1982

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Re: "Strafe" sideways move
« Reply #18 on: January 06, 2013, 01:43:41 am »
going to try to add this today, along with a "run" behaviour with shift+click that uses less TUs but more energy (and cannot be used in conjunction with strafe) as suggested by pmprog on IRC.

Offline alienfood

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Re: "Strafe" sideways move
« Reply #19 on: January 06, 2013, 01:52:59 am »
btw I've merged this locally several times, and would be happy to reopen two or three small branches to incorporate the changes a piece at a time.

Offline Warboy1982

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Re: "Strafe" sideways move
« Reply #20 on: January 06, 2013, 03:34:01 am »
ok, this seems to be working just fine, as is running, my only issue is that the "path preview" is now inaccurate when running.

Offline Hythlodaeus

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Re: "Strafe" sideways move
« Reply #21 on: January 06, 2013, 02:15:58 pm »
going to try to add this today, along with a "run" behaviour with shift+click that uses less TUs but more energy (and cannot be used in conjunction with strafe) as suggested by pmprog on IRC.

A little suggestion regarding this: running should temporarily reduce the soldier's FOV, so enemies are harder to spot mid-run (which makes sense since you're not exactly looking around when sprinting). On the other hand, perhaps enemies could suffer a little aim penalty when reaction firing against running soldiers.
« Last Edit: January 06, 2013, 02:28:40 pm by Hythlodaeus »

Volutar

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Re: "Strafe" sideways move
« Reply #22 on: January 06, 2013, 02:23:38 pm »
Actually moving objects are more noticeable. Alot of animals sees moving objects alot better, and some of them sees ONLY moving objects.

Offline Hythlodaeus

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Re: "Strafe" sideways move
« Reply #23 on: January 06, 2013, 02:27:52 pm »
I was talking about the opposite. When running you're less likely to spot something that's still.

Volutar

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Re: "Strafe" sideways move
« Reply #24 on: January 06, 2013, 02:37:06 pm »
Of course moving units have less chances to spot something, even not still.

Volutar

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Re: "Strafe" sideways move
« Reply #25 on: January 10, 2013, 05:39:09 am »
What about diagonal "strafe"? right/forward,left/forward, right/backward, left/backward?

Offline Warboy1982

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Re: "Strafe" sideways move
« Reply #26 on: January 11, 2013, 02:42:11 am »
whoops, i forgot to push this.  :-[

this has now been added :D

thank you alienfood for the contribution!
« Last Edit: January 11, 2013, 03:21:37 am by Warboy1982 »

Offline kkmic

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Re: "Strafe" sideways move
« Reply #27 on: January 11, 2013, 01:54:30 pm »
Of course moving units have less chances to spot something, even not still.
Are the running units harder to hit by reaction fire? Are they easier to react fire against?

EDIT: Typo