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How to remove first-person control targeting restrictions?
Posted: 04 Feb 2013, 13:32
by Anarchid
Since some versions, Spring forces all aiming done in FPS mode to snap to ground or valid targets, which makes the mode pretty useless - even while conceivably nerfing a large range of exploits.
In the case somebody (ahem) would want to unnerf FPS back into its perceived exploitable OPness, is there a way to do that?
Re: unleashing FPS?
Posted: 04 Feb 2013, 16:11
by PicassoCT
bump
Re: unleashing FPS?
Posted: 04 Feb 2013, 16:18
by SinbadEV
I feel like a more meaningful subject might be helpful here... "unleashing FPS?" makes me think you are trying to figure out how to improve your frame-rate.
Re: How to remove first-person control targeting restriction
Posted: 04 Feb 2013, 17:17
by Anarchid
editbump with awesome new elaborate title for maximum disambiguation.
Re: How to remove first-person control targeting restriction
Posted: 04 Feb 2013, 17:24
by smoth
someone dicked the feature at the engine level. I have no idea why or how it was done.
pisses me off becuase it was great for testing.
Re: How to remove first-person control targeting restriction
Posted: 05 Feb 2013, 07:33
by Forboding Angel
Depending on what game you're playing, it's probably disabled. For example, Evo removes it (though, anyone with a brain and uikeys can get it back).
I removed it cause it was silly and not binding c to capture is dumb.
BA removed it rather forcefully due to exploits iirc.
Re: How to remove first-person control targeting restriction
Posted: 05 Feb 2013, 15:08
by Anarchid
Depending on what game you're playing
A vanilla mod without a single gadget still does that afaik.
Re: How to remove first-person control targeting restriction
Posted: 18 Feb 2013, 22:20
by NeonStorm
It should be at least enabled for single-player or bot games.
I think of it as an advantage, because as a newbe I were trapped sometimes after [C] instead of [X].
^ Newbes have to like Spring ^
Re: How to remove first-person control targeting restriction
Posted: 26 Mar 2013, 10:19
by Anarchid
Insolent bump. Just because i can.
Re: How to remove first-person control targeting restriction
Posted: 26 Mar 2013, 10:30
by knorke
Forboding Angel wrote:For example, Evo removes it (though, anyone with a brain and uikeys can get it back).
Does not use my superhackgadget anymore?
I think if anyone manages to bypass my
superhackgadget by uikeys it must be engine bug and should report on mantis.
Re: How to remove first-person control targeting restriction
Posted: 26 Mar 2013, 15:18
by Anarchid
Here i come asking to liberate the guns from the shackles, and then knorke brags about how the yoke of his mounstrous domination gadget is unbreakable.
:\
Re: How to remove first-person control targeting restriction
Posted: 27 Mar 2013, 03:22
by msafwan
Can't Spring just allow FPS and limit weapon range using gadget?
I heard we have new Spring callins to watch over projectiles and manipulate them, can't we use those to limit range for weapon in FPS mode?
But first, we need more callins from Spring about whether player enter FPS mode and what unit he is currently in.
Re: How to remove first-person control targeting restriction
Posted: 27 Mar 2013, 11:05
by knorke
msafwan wrote:But first, we need more callins from Spring about whether player enter FPS mode and what unit he is currently in.
If AllowDirectUnitControl returns true it basically is notifaction player entered fps mode. Also Spring.GetPlayerControlledUnit
Re: How to remove first-person control targeting restriction
Posted: 27 Mar 2013, 12:10
by Silentwings
Can't Spring just allow FPS and limit weapon range using gadget?
I think that fps mode *is* allowed? At least I can use it. I haven't tried firing in it though.
If I've correctly understood the exploit that this is dealing with - it's easier and much more efficient to write a gadget which filters the points at which a unit is aiming, than one which filters projectile behaviour.
Re: How to remove first-person control targeting restriction
Posted: 27 Mar 2013, 15:28
by Anarchid
I think that fps mode *is* allowed? At least I can use it. I haven't tried firing in it though.
It is, technically, allowed, in the sense that it still exists. Yet the state of that existence is miserable.
You cannot aim into the sky, period. No exception.
And rendering will occasionally do hilarious borkage. For instance, last time i tried FPS'ing a ZK commander dude, i didn't see any unit models OR icons at all (trees were still there though).
Re: How to remove first-person control targeting restriction
Posted: 27 Mar 2013, 15:55
by Silentwings
Oh - well I've not come across any gfx bugs but its true that aiming into the sky is disabled. In BA its also prevented with a gadget because of too much hax opportunities.
Re: How to remove first-person control targeting restriction
Posted: 01 Apr 2013, 21:51
by KDR_11k
You can also just reimplement FPS mode using Lua and confering whatever advantages you have in mind for an FPS player. E.g. in Air Raid I implemented my own approach to manual controls.
FPS is gimped because it was able to break some assumptions about what units can do, especially when it comes to the way projectiles can travel past maximum targeting range. Sniping turrets with units that aren't supposed to do that can create balancing issues.
Re: How to remove first-person control targeting restriction
Posted: 01 Apr 2013, 22:19
by NeonStorm
wouldn't be such an issue if:
* missile's propulsion would be disabled by engine so that it will hit ground level at max range exactly (from where it was fired).
* ballistic weapons always use 45° fire arc
maybe FPS-mode can be disabled for
* single player
* some units
* coop vs bot games
Re: How to remove first-person control targeting restriction
Posted: 01 Apr 2013, 22:48
by KDR_11k
Missiles are not the only thing that can exceed its range and besides, you want things like guided missiles to be able to go past the targeting range and chase enemies.
Re: How to remove first-person control targeting restriction
Posted: 02 Apr 2013, 00:56
by Silentwings
Iirc there are some weapontypes (maybe only lesser used ones, like rifle) where the mod does not control the trajectory of the missile.