what db needs is a ‘prev weapon’ bind
Interactions need a bit of work
Yes, thank you. I have looked again at the controls and bind it to my liking. It seems you can select it. (I was confused between item select and quick ability key).
[QUOTE=Rex;518896]I already wanted to highlight this issue here: http://forums.warchest.com/showthread.php/42205-Proxy-the-medic
Sorry Silvanoshi, but that’s just nonsense what you said. There is no such a thing as “better prioritisation”, because how on earth could your system know what the player wants to do? In some situations you want to revive and in others you want to defuse.
To lose the obj or even worse the whole match, because your luck based automatic system ****ed it up is not what I would call “little impact”. Check my video out and you probably might agree that the impact on gameplay is HUGE instead.
Oh and all what Glottis said.[/QUOTE]
The smallest box idea seems pretty good though, activate the ability relevant for the smallest box you are aiming at. If you want to revive, point anywhere but the C4. There is no randomness or luck involved with that.
You would aim through them as the system would prioritize the smallest object that your crosshair is over. If you don’t want to interact with the smaller object, just look out of its bounding box.
Prioritizing interactions of smaller objects over larger ones makes sense, because we choose what we want to interact with. We have no such option with a largest-first system.
[QUOTE=Hipolipolopigus;518948]You would aim through them as the system would prioritize the smallest object that your crosshair is over. If you don’t want to interact with the smaller object, just look out of its bounding box.
Prioritizing interactions of smaller objects over larger ones makes sense, because we choose what we want to interact with. We have no such option with a largest-first system.[/QUOTE]
yeah, because you always know, what part of the incapped body is covering the c4 - the torso, the head, or the ass. you just walk above the corpse and AIM THROW IT!!!
[QUOTE=Hipolipolopigus;518948]You would aim through them as the system would prioritize the smallest object that your crosshair is over. If you don’t want to interact with the smaller object, just look out of its bounding box.
Prioritizing interactions of smaller objects over larger ones makes sense, because we choose what we want to interact with. We have no such option with a largest-first system.[/QUOTE]
Are you drunk?
Well to be fair these situations are pretty scarce and the smallest box solution would go a long way in mitigating them.
The problem is that context-sensitivity is bound to end up creating lots of similar situations. Even if the game is able to guess what you were doing it’s less satisfying than making the actual decision yourself. You just can’t properly commit to a plan.
The C4 has a billboarded timer over it and it also acts as a light source, so it’s not particularly difficult to find. If that’s not enough, adding an outline shader which appears through meshes wouldn’t be much work.
Is the concept really so difficult to understand?
the game barely knows how to detect my bullets, i doubt that it will detect properly the object i am aiming for.
who told you i want to disarm it? i want to revive, but the priority will lead me do disarm?
and yes. the detection of disarm OR revive is not only crosshair direction based, it is also distance based.
how many possibilities are there when you are already close to revive, but 1cm not close enough to disarm and visa versa? so you will have to introduce a visible disarm range circle and a visible revive range circle. that is more visible clutter on screen. Or your idea will only work when player stands Right On the c4+body and looks down. That is less option for a player.
the idea with Obj priority is just bad from all point of view. simple as that.
If you don’t want to disarm the C4, don’t aim at the C4. I’m not seeing why this is so difficult to understand :rolleyes:
Hypothetical situation; You have a downed player on a gate, who’s on top of C4. You want to;
[ul]
[li]Disarm the C4? Aim at the C4.
[/li][li]Revive the player? Aim anywhere on the player that isn’t where you’d aim to disarm the C4.
[/li][li]Interact with the gate? Aim anywhere on the gate that isn’t where you’d aim to disarm the C4 or revive the player.
[/li][/ul]
[QUOTE=Hipolipolopigus;518979]
[ul]
[li]Disarm the C4? Aim at the C4.[/li][li]Revive the player? Aim anywhere on the player that isn’t where you’d aim to disarm the C4.[/li][/ul][/QUOTE]
good luck with that midfight. srsly good luck with that and with game’s ‘perfect’ detection system =)
Hypothetical situation
“I am 100% sure that i aimed at the freakin c4 not that stupid pile of steamy $h1T of my useless teammate, that i just revived and we lost!!”
[QUOTE=Hipolipolopigus;518979]If you don’t want to disarm the C4, don’t aim at the C4. I’m not seeing why this is so difficult to understand :rolleyes:
Hypothetical situation; You have a downed player on a gate, who’s on top of C4. You want to;
[ul]
[li]Disarm the C4? Aim at the C4.[/li][li]Revive the player? Aim anywhere on the player that isn’t where you’d aim to disarm the C4.[/li][li]Interact with the gate? Aim anywhere on the gate that isn’t where you’d aim to disarm the C4 or revive the player.[/li][/ul][/QUOTE]
isnt player hitbox larger than the c4 hitbox?
Which is why you would prioritize the smallest hitbox. If you want to interact with the larger object that overlaps with it, then aim elsewhere on the larger object.
