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Turn off auto-aim

Fri, 13 Jul 2007 19:28:21

spiderman

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.
Sat, 28 Jul 2007 10:35:24

Crimson Wizard

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.
Sat, 28 Jul 2007 15:43:37

scen

Yes, i also agree with that. Without autoaim the game will be more difficult, but also more exciting <!-- s:twisted: --><img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil" /><!-- s:twisted: -->
Sat, 25 Aug 2007 06:02:23

spiderman

i think i've finally cracked the autoaim riddle <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> in /progs/common/linespec/EntityEx.vc around line 1660, at the very beginning of the declaration of AimLineAttack, i added:
	// 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 <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> 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?
Sat, 25 Aug 2007 07:32:32

Janis Legzdinsh

Yes, why not. The problem with chainsaw can be fixed like this:
   if (bIsPlayer && distance > MELEERANGE && GetCvar('mouse_look') == 1 && GetCvar('croshair') > 0)
Sat, 25 Aug 2007 07:51:30

spiderman

cool, id be honored <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> by the way, try the saw without your fix... seems more powerful this way <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> still, it just doesnt feel like a genuine doom-saw... thanks for the tip <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> 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.
Sat, 25 Aug 2007 15:24:48

Janis Legzdinsh

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.
Sat, 25 Aug 2007 23:01:05

spiderman

[quote="Janis Legzdinsh":352l7rzh]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...
	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.
Mon, 27 Aug 2007 03:47:38

spiderman

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

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