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Is it posible to disable autoaim?

Sun, 28 Feb 2010 16:35:13

Don Pelayo

Hi. I've been surfing through the forum but I've been unable to find the solution to my problem: how to disable autoaim. It should be a boolean variable, so even if it not in the UI it should be easily doable, I believe. Could anyone help me? My brother and I are trying to play on coop and we find autoaim spoils a great deal of the fun.
Wed, 03 Mar 2010 21:03:05

Crimson Wizard

People were asking about that already. I don't know if Janis planned this, but there's a very simple way to implement an option to toggle it off. Some discussion was here: <!-- l --><a class="postlink-local" href="http://vavoom-engine.com/forums/viewtopic.php?f=2&t=3200">viewtopic.php?f=2&t=3200</a><!-- l -->
Thu, 04 Mar 2010 15:59:17

Don Pelayo

Thanks for your reply, but I am unable to deduce how to do what you suggest based on the link provided. Am I supposed to change those code lines somewhere? In which file is that code? Why would susbtituting a hard coded number (30) by a variable (NEWPARAM) eliminate the autoaim? Could you please elaborate? Autoaiming gives us the impression of not being in charge: we fail shots we wouldn't have failed and we hit when we should have missed (we are playing Hexen). Even worse, you stop trying to aim, for it is pointless. We dislike it so much we have switched to Doomsengine, although it is not stable and -at least in coop- tends to save different states for each player, rendering to inconsistencies that might lead to unfinishable games: a switch might be pressed for one player and not for another, a wall might have moved for one and not for the other... which is pretty bad, and yet we are using it over Vavoom just because of the autoaim! So, please, if someone can point us in the right direction, thanks in advance. BTW, we play using the mouse; we believe autoaim was a need when Hexen was played using the keyboard... it's when you use the mouse when, in our view, spoils the game.
Thu, 04 Mar 2010 17:39:33

Crimson Wizard

Sorry, that thread was written for game programmers, who would surely understand what I wrote, so it may be quite confusing for others. What I meant, that 30 constant is a maximal angle of vertical autoaim. To totally disable it (hardcode-wise) one should replace it by 0. I suggested to use variable instead, which could be changed via options menu (e.g. toggle between 0, 30 or some other values). I really hope Janis or Firebrand will implement this soon (maybe they already did, I don't check project's SVN every day). If you can change the code yourself and recompile vavoom executable, you are lucky, otherwise you'll have to wait when they do this.
Fri, 05 Mar 2010 16:27:54

Don Pelayo

Thanks for your answer, Crimson Wizard. However, wouldn't it be neccesary to do the same thing for yaw (I understand roll should play no use in a shot, given it doesn't matter if it spins or not)? Does the variable angles.yaw exist, then? I wouldn't mind modifying some code and recompiling, but I would need some information to do that: dependencies, which languages vavoom and vavoom progs are written in, and how I am supposed to combine the two. If you can give some advice I might go for the task!
Fri, 05 Mar 2010 17:38:51

Crimson Wizard

[quote="Don Pelayo":ohy72yrv]Thanks for your answer, Crimson Wizard. However, wouldn't it be neccesary to do the same thing for yaw (I understand roll should play no use in a shot, given it doesn't matter if it spins or not)? Does the variable angles.yaw exist, then? Ofcourse, angles.yaw exists, but AFAIK there's no horizontal autoaim in Vavoom. neither was in Doom/Heretic and Hexen. [quote="Don Pelayo":ohy72yrv] I wouldn't mind modifying some code and recompiling, but I would need some information to do that: dependencies, which languages vavoom and vavoom progs are written in, and how I am supposed to combine the two. If you can give some advice I might go for the task! Actually all you need is change progs... I just remembered, that in Vavoom 1.30 progs are kept uncompiled, as text files, in basev/basepak.pk3. So you can simply make aforementioned changes right in the archive, and vavoom will use them when launched. In other words, open basev/basepak.pk3 -> progs/linespec/EntityEx.LineAttack.vc, find function
final EntityEx AimLineAttack(out TVec OutDir, TAVec angles, float distance)
and change
    topangle = AngleMod180(-angles.pitch + 30.0);
    botangle = AngleMod180(-angles.pitch - 30.0);
to
    topangle = AngleMod180(-angles.pitch + 0.0);
    botangle = AngleMod180(-angles.pitch - 0.0);
(or just
    topangle = AngleMod180(-angles.pitch);
    botangle = AngleMod180(-angles.pitch);
Sat, 06 Mar 2010 01:11:31

Don Pelayo

Wizard, thanks a lot. Just for the record, if anyone else is interested in the same thing, the file basepak.pk3 that needs to be changed is in basev/common, not the one in basev/hexen or any other. I have modified the lines and autoaim is over. Thanks a lot.
Sat, 06 Mar 2010 13:40:24

Janis Legzdinsh

[quote="Crimson Wizard":rimurvhq] In other words, open basev/basepak.pk3 -> progs/linespec/EntityEx.LineAttack.vc, find function
final EntityEx AimLineAttack(out TVec OutDir, TAVec angles, float distance)
and change
    topangle = AngleMod180(-angles.pitch + 30.0);
    botangle = AngleMod180(-angles.pitch - 30.0);
to
    topangle = AngleMod180(-angles.pitch + 0.0);
    botangle = AngleMod180(-angles.pitch - 0.0);
(or just
    topangle = AngleMod180(-angles.pitch);
    botangle = AngleMod180(-angles.pitch);
This will make most of the monsters in Doom unable to aim as well which is not what you want. Anyway I already implemented it properly.
Sat, 06 Mar 2010 15:51:29

Crimson Wizard

[quote="Janis Legzdinsh":3ixd72g4] This will make most of the monsters in Doom unable to aim as well which is not what you want. Ouch. My bad. Guess I haven't explored this good enough.
Sun, 07 Mar 2010 14:10:12

Don Pelayo

And I thought we were getting way better at dodging... <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I understand for what Janice says there is a new version of Vavoom that implements the possibility of disabling autoaim, am I right?
Thu, 11 Mar 2010 17:41:22

Don Pelayo

So, Janis or Crimson Wizard, am I right to assume the last version of Vavoom now includes the possibility of disabling autoaim? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Please excuse me if it is stated elsewhere, for I've been unable to find it if that were the case.
Thu, 11 Mar 2010 17:58:22

Crimson Wizard

Last revision of Vavoom should have this. The one, that is on SVN. I don't know if they have an executables downloadable anywhere, sorry. But if you can compile vavoom yourself, here's link to SVN repository: <!-- m --><a class="postlink" href="http://vavoom.svn.sourceforge.net/svnroot/vavoom/trunk/vavoom">http://vavoom.svn.sourceforge.net/svnro ... unk/vavoom</a><!-- m --> ...or wait till Vavoom 1.31 release. Hopefully it will be done soon.
Fri, 12 Mar 2010 14:25:03

Firebrand

You can get the latest beta from here: [url:r5c2ux03]http://svn.drdteam.org/vavoom/
Mon, 22 Mar 2010 22:10:04

Don Pelayo

Thanks, Firebrand. Un saludo desde Espa

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