Turn off auto-aim

Suggest features for upcoming versions

Option to disable auto-aim?

Love It
3
33%
Like It
4
44%
Who Cares
0
No votes
Dislike It
1
11%
Hate It
1
11%
 
Total votes : 9

Turn off auto-aim

Postby spiderman » 13 Jul 2007 19:28

Sorry if this suggestion has been made before -

It would be useful to turn off auto-aim to make the game a bit more challenging with free mouse look enabled. Also this would allow the player to target what he wants. Example - a cacodemon floats in the air behind a zombie. You aim up at the cacodemon, but since the zombie is in front, it is targeted instead. This can be pretty annoying to those more familiar with modern shooters. IMHO this should at least be an option to complete the free-look effect.

Doomsday allows turning auto-aim off, not sure about other engines.
User avatar
spiderman
 
Posts: 86
Joined: 13 Jul 2007 04:04

Postby Crimson Wizard » 28 Jul 2007 10:35

Yeah, I give my voice for it. I also think it is VERY annoying when you are aiming in one way, and engine decides that weapon should shoot another way.
Last edited by Crimson Wizard on 29 Jul 2007 07:15, edited 1 time in total.
Crimson Wizard
 
Posts: 881
Joined: 09 Nov 2005 14:21
Location: St. Petersburg, Russia

Postby scen » 28 Jul 2007 15:43

Yes, i also agree with that. Without autoaim the game will be more difficult, but also more exciting :twisted:
User avatar
scen
 
Posts: 197
Joined: 24 Jan 2006 21:41
Location: Padova, Italy

Postby spiderman » 25 Aug 2007 06:02

i think i've finally cracked the autoaim riddle ;)

in /progs/common/linespec/EntityEx.vc around line 1660, at the very beginning of the declaration of AimLineAttack, i added:

Code: Select all
   // disable auto aim when using mouse look and crosshair - Spidey
   if (bIsPlayer && GetCvar('mouse_look') == 1 && GetCvar('croshair') > 0)
      distance = 0.0; // distance = MeleeRange; 


Now the weapons aim where i point them :) the chainsaw and gauntlets "feel" a little different (don't reorient you towards enemy); you can see where i was playing with the MeleeRange thing trying to fix that but it didn't seem to make a difference...

Janis, if i make a console variable and nice menu options for all the games, would you consider accepting a patch for this?
User avatar
spiderman
 
Posts: 86
Joined: 13 Jul 2007 04:04

Postby Janis Legzdinsh » 25 Aug 2007 07:32

Yes, why not.

The problem with chainsaw can be fixed like this:
Code: Select all
   if (bIsPlayer && distance > MELEERANGE && GetCvar('mouse_look') == 1 && GetCvar('croshair') > 0)
User avatar
Janis Legzdinsh
Site Admin
 
Posts: 1952
Joined: 13 Jan 2002 08:30
Location: Limassol, Cyprus

Postby spiderman » 25 Aug 2007 07:51

cool, id be honored :)

by the way, try the saw without your fix... seems more powerful this way ;) still, it just doesnt feel like a genuine doom-saw... thanks for the tip :)

edit - it seems like MeleeRange and distance are not on the same scale... something like && distance > MeleeRange * 10 works, but distance > MeleeRange doesn't make a difference.
User avatar
spiderman
 
Posts: 86
Joined: 13 Jul 2007 04:04

Postby Janis Legzdinsh » 25 Aug 2007 15:24

It's because chainsaw uses MELEERANGE + 0.00001 and powered up gauntlets use 4.0 * MELEERANGE. I think the best solution is to have an optional ForceAim parameter to the function.
User avatar
Janis Legzdinsh
Site Admin
 
Posts: 1952
Joined: 13 Jan 2002 08:30
Location: Limassol, Cyprus

Postby spiderman » 25 Aug 2007 23:01

Janis Legzdinsh wrote:I think the best solution is to have an optional ForceAim parameter to the function.


How about just checking the bBotMelee flag in the conditional? If we ignore melee weapons then i think we can just return instead of setting distance to 0. This seems to work...

Code: Select all
   if (bIsPlayer && GetCvar('mouse_look') == 1 && GetCvar('croshair') > 0 && !PlayerEx(Player).ReadyWeapon.bBotMelee)
      return none; // distance = 0.0;


edit: I think you are right, Janis. In addition to melee weapons, Morph egg and Porkulator and possibly others should probably force auto aim. Either way, Morph egg should not decide whether to auto aim based on whether the player is holding a melee weapon! So maybe my idea is not so good :p

edit2 - and oh crap, bfg fallout didnt work like that either. Adding ForceAim as you suggested.
User avatar
spiderman
 
Posts: 86
Joined: 13 Jul 2007 04:04

all done =)

Postby spiderman » 27 Aug 2007 03:47

ok, all done and everything works nicely!

I added a "Disable auto-aim" option to the mouse options menu attached to a no_auto_aim cvar. Optional bool ForceAim added to sereval aim-related functions. Relevant weapons and artifacts (melee weps, bfg, eggs, and pork) modified to use ForceAim.

questions: is there anything else we should force auto-aim on? I was thinking maybe the little side missiles on the hexen crossbow, or even some of the spread weapons like quietus or ice spell? Anyone have preferences about this?

and, Janis, how do you want this patch? Sorry, still getting used to svn ;p
User avatar
spiderman
 
Posts: 86
Joined: 13 Jul 2007 04:04


Return to Feature suggestions

Who is online

Users browsing this forum: No registered users and 1 guest

cron