UDM Posted July 27, 2006 Share Posted July 27, 2006 Have you guys played Die by the Sword? I was thinking if it's possible to set up jampconfig.cfg such that we can use the keypad to execute attacks without moving. For example, to do a right slash, you press 6; to slash forward and right, you press 9 and so on I tried binding keys like bind kp_pgup "+moveright; +forward; +attack; wait 2; +moveleft; +back;" and it works, but not always ie. sometimes it slashes forward depending on the direction you run in. Also, you can't chain attacks using this kind of binding So is there a way to fight with the keypad? It'd be cool for those movie-like trailers without all the running about ie. walking backwards while swinging the saber like dooku does Link to comment Share on other sites More sharing options...
ensiform Posted July 27, 2006 Share Posted July 27, 2006 sadly, raven fubared the keyboard input for the keypad, and those keys only work with numlock off. its supposed to work with it on as it does in singleplayer, and all other quake 3 engine-based games. Link to comment Share on other sites More sharing options...
UDM Posted July 27, 2006 Author Share Posted July 27, 2006 Yeah, but I'm not just referring to the keypad alone. In general, is it possible to do this on any keys ie. bind a specific attack direction and being able to combo just as smoothly as using the mouse? Link to comment Share on other sites More sharing options...
ensiform Posted July 28, 2006 Share Posted July 28, 2006 no idea. and i do not use mouse for attacking so would be better if you said "attack button" Link to comment Share on other sites More sharing options...
razorace Posted July 28, 2006 Share Posted July 28, 2006 Yeah, but I'm not just referring to the keypad alone. In general, is it possible to do this on any keys ie. bind a specific attack direction and being able to combo just as smoothly as using the mouse? I think it is. I'm pretty sure that's how people use "scripting cheat moves". Link to comment Share on other sites More sharing options...
ensiform Posted July 28, 2006 Share Posted July 28, 2006 well you could move debugsetsabermove to its own seperate function and tweak it so its like the players are really using the moves, etc so you cant exploit it, and so that it costs force, etc. Link to comment Share on other sites More sharing options...
Vruki Salet Posted August 9, 2006 Share Posted August 9, 2006 I have done this a few different ways: debugsetsabermove, making new console commands and making them work with bg_saber.c, and by using 9 attack buttons and setting one each for the keypad keys 1-9. I've played with it like that for many many hours, along with a way of locking my facing to my opponent so I could let go of the mouse and keep one hand on the movement keys and the other hand on the sabering keypad. And my conclusion so far is: I can't tell if it's fun or not. It's a "cool" system in that it offers more saber control but there's something sort of static feeling about it. Oh these all required coding changes though I guess you can use debugsetsabermove fairly well without coding as long as you have cheats on and I think your game has to be compiled with debugging on doesn't it? Link to comment Share on other sites More sharing options...
ensiform Posted August 9, 2006 Share Posted August 9, 2006 not if u remove the ifndef's. Link to comment Share on other sites More sharing options...
JRHockney* Posted August 9, 2006 Share Posted August 9, 2006 This has been sort of brought up before, but I'd still like to see a reversal key that if you hold it down, it reverses the direction of what ever the swing would be to the opposite side. For us enhanced players, it could also work in parrying. Otherall, I think it would be a relatively simple way to have alot more control over which way we swing, however it would require some coding. I like the key pad idea, but that would be alot of buttons to press for us mouse users, and how would we move exactly during combat? I suppose that if we wanted to just have standing fights, we could also just have a button that while held down, stops all wlking movement but allows for swings with the movement keys. It might be simplier than using the keypad. Link to comment Share on other sites More sharing options...
Vruki Salet Posted August 10, 2006 Share Posted August 10, 2006 not if u remove the ifndef's. OK sure that too. Link to comment Share on other sites More sharing options...
Vruki Salet Posted August 10, 2006 Share Posted August 10, 2006 how would we move exactly during combat? Like I said, you have your view locked to look at your opponent while you are duelling. Then you don't need to worry about using the mouse to turn toward him. You use your movement keys to move toward, away from, and left or right but your movement in those directions is always relative to your oppenent. If you hold the right- or left-move key down, for instance, you would circle him. Moving forward moves towards your opponent and moving back moves away. It's useful but like I said feels static. It looks great from the outside, watching other people duel that way, but doing it yourself it feels like you're not moving around very much even if you're all over the map. I guess it's cause you always see your opponent in front of you. Lately I've experimented with a different approach. I made it so your view is locked on to your opponent only when you get within a certain distance of him and if you face him initially. I'm going to try a system of mouse clicks and double-clicks instead of the keypad so you can keep hold of the mouse. That way when you get a bit away from your opponent your view gets unlocked and you can move naturally pointing around with the mouse. Link to comment Share on other sites More sharing options...
UDM Posted August 10, 2006 Author Share Posted August 10, 2006 Wow thanks for taking my idea so seriously Will you be releasing this? Link to comment Share on other sites More sharing options...
Vruki Salet Posted August 10, 2006 Share Posted August 10, 2006 I've been very shy about releasing anything. Partly because what I have is just a bunch of experiments of this-and-that, that I've made while I've been learning to code the stuff. Partly because I have a hard time polishing anything into good enough shape to want to show anyone...damn attention deficit. I've only been able to do things once in a while lately, though I always want to go back and spend more time at it. I've tried to use my kid to be my human tester but he hasn't been as interested in helping as I hoped. If you want I'll see if I can scrounge up some version that works good enough for you to try and give you a link to it. Are you around consistently or regularly at certain times of day? You could help me test stuff. Got to warn you though I'm not aiming at anything like OJP-E. It's OJP-Basic based. Link to comment Share on other sites More sharing options...
Sushi_CW Posted August 10, 2006 Share Posted August 10, 2006 That's pretty cool, Vruki. I've wondered myself a few times how JA would be with a locking view and hard-coded swings. Have fun with it. Link to comment Share on other sites More sharing options...
JRHockney* Posted August 10, 2006 Share Posted August 10, 2006 View locking would be cool as long as it isn't too hard to fight two people at once. Good luck with that. Link to comment Share on other sites More sharing options...
Vruki Salet Posted August 10, 2006 Share Posted August 10, 2006 Figuring out how to do it to enable a fight against 2 opponents has stumped me so far, outside of giving someone special attacks that quickly get rid of an opponent who's not right in front. Not kill him I mean but disable him temporarily or push him away so they can dealt with one at a time. Link to comment Share on other sites More sharing options...
UDM Posted August 10, 2006 Author Share Posted August 10, 2006 Vruki so the mod works only with OJP basic? Link to comment Share on other sites More sharing options...
Vruki Salet Posted August 10, 2006 Share Posted August 10, 2006 It's built on Basic, Basic code is what I'm using as a starting point.The sabering changes in Enhanced are too much for me too work with. I can't follow the saber system code in there at all, too complicated for me even with all the nice comment tags and stuff. Link to comment Share on other sites More sharing options...
UDM Posted August 10, 2006 Author Share Posted August 10, 2006 Right, can't wait for your release Link to comment Share on other sites More sharing options...
da_chimp Posted August 10, 2006 Share Posted August 10, 2006 for the multiple enemys you could make it focus on the point beteen them the closer one gets to you the more it focus on them but you should make it so that they have to be facing you so that it lock on to them other wise you'd get your view mangeled by passers by Link to comment Share on other sites More sharing options...
Vruki Salet Posted August 10, 2006 Share Posted August 10, 2006 UDM, if you'd like to try something would you rather try a keypad system with total locked view*, or a new mouse system with locked view only when you're close up? I could do a combination where it's only locked up close yet still uses keypad, but I think it would make you have to switch between mouse and keyboard too frequently. (*except when your'e jumping high, or pressing "use" button, & a few other situations where it gets turned off) Link to comment Share on other sites More sharing options...
Vruki Salet Posted August 10, 2006 Share Posted August 10, 2006 for the multiple enemys you could make it focus on the point beteen them the closer one gets to you the more it focus on them but you should make it so that they have to be facing you so that it lock on to them other wise you'd get your view mangeled by passers by I thought of maybe doing that focus on the point between them thing but it could get weird if they get too much one on either side of you. As far as facing you, that's how it was originally. Not so much for the shorter lasting view locks I'm doing now but maybe... Definately you've got to have things that filter out anyone but your real opponent. At first I didn't do it for NPCs, but recently I included them but forget a crucial test and it was funny when all these NPC corpses on the floor (victims of tests) started spinning to face me when I walked by, like compass needles. Link to comment Share on other sites More sharing options...
UDM Posted August 10, 2006 Author Share Posted August 10, 2006 I'd prefer a keypad system with total locked view. Just for the heck of it Link to comment Share on other sites More sharing options...
Vruki Salet Posted August 10, 2006 Share Posted August 10, 2006 Hang for a few then, brb. Link to comment Share on other sites More sharing options...
Vruki Salet Posted August 10, 2006 Share Posted August 10, 2006 UDM do you some way i can im you? AIM or MSN? Link to comment Share on other sites More sharing options...
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