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 Small issues I really want to get addresed 
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Joined: Wed May 20, 2009 3:10 pm
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Location: Århus, Denmark
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Post Small issues I really want to get addresed
Sorry, I know there are tons of these, but here are some small issues that I want to get addressed, some of them can be fixed by the content developers and some of them can only be fixed by Data unfortunately.

Anyway

1. There is a glitch, that have existed ever since I started cortex command. Sometimes, using keyboard only, the pie menu gets stuck in such a way that the selection will reset one frame after pressing up, down ect. Sometimes this can be fixed by HFlipping the Actor or wait a couple of minutes. This is really annoying as it can be extremely hard to change weapons and basically impossible to use the diagonal pie menu buttons.

2. This is a small querk when using controllers. You can't make to imputs with a single analog stick at once. This means that you can't both crouch and press left, meaning it is impossible to crawl and dive unless using custom controls.

3. When deselecting an actor the actor will instantly face the direction where the AI previously wanted to look. This means that sometimes it is impossible to make actors in bunkers to look out of the window unless an enemy actor fires from outside the bunker or using grenades. Also on this node, I think it would be a good idea to make so that actors in sentry mode always sharpaim, as it seems dumb that they get suprised when an enemy actor approaches from the direction he is defending.

4. When spotting an enemy, I don't think the actors should crouch, at least in sentry mode. It makes them sometimes near useless when fighting behind cover (unless placing them in such a way that even if they crouch they will still have line of fire).
I think they should only crouch whilst in sentry mode, when they need it to proceed (moving through tight space) and having spotted and an armed enemy while reloading.


Again sorry, as there are a billion of these types of posts :-(


Sat Aug 04, 2012 9:16 am
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Post Re: Small issues I really want to get addresed
akblabla wrote:
4. When spotting an enemy, I don't think the actors should crouch, at least in sentry mode.


I hate it when you place a guy on a sniper post and the moment he spots an enemy, he jumps of the tower like a complete idiot.


Sun Aug 05, 2012 3:06 am
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Post Re: Small issues I really want to get addresed
akblabla wrote:
3. When deselecting an actor the actor will instantly face the direction where the AI previously wanted to look. This means that sometimes it is impossible to make actors in bunkers to look out of the window unless an enemy actor fires from outside the bunker or using grenades. Also on this node, I think it would be a good idea to make so that actors in sentry mode always sharpaim, as it seems dumb that they get suprised when an enemy actor approaches from the direction he is defending.
The actors turning around was cause by a silly mistake of mine. Note that actors on AI controlled teams try to face the nearest exit to the surface when in sentry mode, so they might still behave a bit strange sometimes.

akblabla wrote:
4. When spotting an enemy, I don't think the actors should crouch, at least in sentry mode. It makes them sometimes near useless when fighting behind cover (unless placing them in such a way that even if they crouch they will still have line of fire).
I think they should only crouch whilst in sentry mode, when they need it to proceed (moving through tight space) and having spotted and an armed enemy while reloading.
I will have another look at the code that decides if it is possible to crouch, and if that doesn't help I suppose disabling crouching under some circumstances might be appropriate.

akblabla wrote:
Again sorry, as there are a billion of these types of posts :-(
Don't be sorry. Any well written feedback is appreciated.


Mon Aug 06, 2012 1:59 pm
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Post Re: Small issues I really want to get addresed
Abdul Alhazred wrote:
Note that actors on AI controlled teams try to face the nearest exit to the surface when in sentry mode, so they might still behave a bit strange sometimes.


Well, I think it would be better if they remember which way they where facing just before the player left them, as I think it is better to let the player be in control of this. Fx sometimes a player might want a guy looking backwards to give cover, and sometimes there might be a shorter way to orbit that you don't necessarily want to defend fx if you have a landing bay :)




Also I have three more suggestions, though these can only be addresed by Data, though I think it would be awesome for the modding community.


1. It would be awesome if you could add any amount of sliders, check boxes and drop down boxes to your activity. This could fx be used in the skirmish scenario where you could deside how many funds you want, increasing the rate and amount the enemy has accordingly, in addition to difficulty which would just act as a mulitplier or something similar for the AI. Also it could be used to deside which faction you want to fight, including the option of just fighting them all.



2. The other suggestion is something that I am not quite sure is feasible in the current state of the engine, but I think it would be amazing if we could make MOPixels and MOSParticles basically destruction reducer. It would be a variable that made it so that only a fraction of the terrain pixels hit actually be destroyed and dislodged, for example if the destruction reducer is equal three it would only be each third terrain pixels being dislodged.

The point of this is because I feel it seems very silly when some of the guns have to have rediculess low penetration power inorder not to turn into terrain rape, but I feel like it kinda defeats the point of cortex command physics when a m60 can't penetrate much more or maybe even less than a m16. Also the fact that a coalition heavy sniper has a lot less penetration power than an m16 :P



3. The last suggestion is to make a variable on MOPixels and MOParticles that makes so that it doesn't generate particles upon penetration, for optimization of destructive bombs and a like :)


Wed Aug 08, 2012 7:05 am
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Post Re: Small issues I really want to get addresed
akblabla wrote:
Abdul Alhazred wrote:
Note that actors on AI controlled teams try to face the nearest exit to the surface when in sentry mode, so they might still behave a bit strange sometimes.
Well, I think it would be better if they remember which way they where facing just before the player left them, as I think it is better to let the player be in control of this. Fx sometimes a player might want a guy looking backwards to give cover, and sometimes there might be a shorter way to orbit that you don't necessarily want to defend fx if you have a landing bay :)
Note that I was talking about non-player teams, but I agree that facing is best decided by however designed the scene. However, in the meta game the scenes are constantly changing so the AI controlled teams need a way to decide optimal facing on their own. Currently the AI simply looks in the direction of the shortest path to orbit which obviously cause problems sometimes.


Wed Aug 08, 2012 10:25 am
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Post Re: Small issues I really want to get addresed
Abdul Alhazred wrote:
akblabla wrote:
Abdul Alhazred wrote:
Note that actors on AI controlled teams try to face the nearest exit to the surface when in sentry mode, so they might still behave a bit strange sometimes.
Well, I think it would be better if they remember which way they where facing just before the player left them, as I think it is better to let the player be in control of this. Fx sometimes a player might want a guy looking backwards to give cover, and sometimes there might be a shorter way to orbit that you don't necessarily want to defend fx if you have a landing bay :)
Note that I was talking about non-player teams, but I agree that facing is best decided by however designed the scene. However, in the meta game the scenes are constantly changing so the AI controlled teams need a way to decide optimal facing on their own. Currently the AI simply looks in the direction of the shortest path to orbit which obviously cause problems sometimes.


Ahh, sorry :P


Wed Aug 08, 2012 10:26 am
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