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Author Topic: Press space to fire. Press space to fire. Press space to fire.  (Read 628 times)
NiteHawk
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« on: December 23, 2010, 08:19:21 PM »

^^ I hated the above so I'm changing it. Right now there are two modes.

Single fire, which fires a bullet per mash of the spacebar. Highly annoying.
Other one is auto fire, but has no way to properly stop it unless you turn off the auto fire or destroy all your bullets with the DEL key, again, annoying as you can't do this well in combat.

I'm working on a few things around the firing of bullets, so I'm working on changing this as well.

-Currently, I have it so you can hold down the spacebar to continue firing bullets like most other games.
-The other thing that I am working on is auto fire RATE per weapon type. So we can have fast/slow guns, and you just have to hold down the space bar to actually fire rather then mashing it per round.

The thing is, I'm not sure what I 'should' do with the current. Right now, the 1-9 keys to selective fire the guns is still there. But it is a 'pain' to keep 10 different ways to handle everything. 1-9 keys have auto fire and single fire, and spacebar is different from those. I wanted to know if people would prefer having WEAPON GROUPS like many games have. For example, you can set specific weapons to fire with a certain group. For example: I have 2 rapid I's in group 1, and 1 mine in group 2. I firemy rapids via hitting my spacebar, and to change weapon groups, I use the key of the group. aka Group 2 would be the '2' key. and hit spacebar to fire a mine.

The thing that bothers me though of doing the above change, is that 'currently', if I leave it the way it is for the 1-9 keys, you can technically use a MINES/MISSILES very quickly as you just hit the key to fire the actual weapon. So it might be a trade off, but maybe I'm just overthinking it an it's not that bad to have to press a key first to swap groups (like many games do technically.)

Perhaps someone has a better idea on how to handle weapons themselves so it's a rather clean system. Any ideas? Hopefully fast ones Wink
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« Reply #1 on: December 23, 2010, 10:53:31 PM »

I'm sure you remember my rants about Bridge Commander's way of grouping its weapons (Phasers, Pulse Disruptor Guns, Torpedos, 3 keys to fire SOMETHING), and how the game reads Python files to seperate ALL guns from firing at once....would be a bitch to incorporate but might allow more than 9 guns, but this is SF LOL.

I say keep 1-9 as firing a single gun, space bar to autofire, and probably hold one of the number keys to autofire that tube. Are flames problematic with what you just did?
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NiteHawk
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« Reply #2 on: December 24, 2010, 03:10:53 AM »

I'm sure you remember my rants about Bridge Commander's way of grouping its weapons (Phasers, Pulse Disruptor Guns, Torpedos, 3 keys to fire SOMETHING), and how the game reads Python files to seperate ALL guns from firing at once....would be a bitch to incorporate but might allow more than 9 guns, but this is SF LOL.

I say keep 1-9 as firing a single gun, space bar to autofire, and probably hold one of the number keys to autofire that tube. Are flames problematic with what you just did?

Narh flames are fine. I haven't done any 'grouping' yet. 3 keys to fire something sounds pretty interesting/good idea, Something like control/shift/spacebar would be probably 3 ideal keys. Though I'll have keymapping sooner or later anyways.

If I get rid of setting 'autofire' to a weapon, by using the shift key, that would free up an ability to toggle what 'group' (lets say 1 to 3) it is in. That would mean then holding down the key would have it continuously fire. I think I'll go that route for now. Default 1 to regular guns, 2 for missiles, and 3 for uniques, when doing it automatically/etc.. I think.
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NiteHawk
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« Reply #3 on: February 18, 2011, 07:30:45 AM »

Here is a quick example so far;

http://www.youtube.com/watch?v=qGW2fx1Nki8&hd=1

You can see how missiles act now, and gunfire. I still need to fix a few things however but it's getting there rather nicely.
« Last Edit: February 18, 2011, 07:42:14 AM by NiteHawk » Report to moderator   Logged

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« Reply #4 on: February 18, 2011, 02:07:41 PM »

i'm very happy about this. mashing my space bar or left mouse button gets annoying.

also, i was wondering if there could be a short charge-up time for the beams on the bigger ships (star bases, other ships with primary beams). perhaps audible and visible charge, and then a very powerful beam for a short time?

because the current beams make me mad.

<flying past sb>
"no problems at all"
<sb starts firing me randomly>
"DAMN!"
<sb's beam takes out engines>
"and now i helplessly drift into the sun..."

EDIT:

nvm, it's just me wanting the functionality for building a mod i want to build. =P
« Last Edit: February 18, 2011, 02:14:05 PM by Arsanthania » Report to moderator   Logged

I can make good ship rotations, with anti-aliasing!
PM me!

Working on a good SW mod, with the real sounds!
NiteHawk
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« Reply #5 on: February 18, 2011, 04:16:32 PM »

I plan to fix up lasers a bit more and make different types. Right now theres a slight issue with them.

SBs should normally attack you on sight, when they aren't, it's normally due to some weird bug with the defending mode. I haven't bothered fixing AI becuase I wanted to have them scriptable.

You'll notice apparently Ships feel more aggressive with gunfire, it's because there coded the way there supposed to fire now.  I'll modify it later to be harder/less. Easy change Smiley
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« Reply #6 on: February 28, 2011, 05:13:57 PM »

This is awesome Grin

Would it be possible have a configuration for refire rate on weapons?
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NiteHawk
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« Reply #7 on: February 28, 2011, 07:36:45 PM »

This is awesome Grin

Would it be possible have a configuration for refire rate on weapons?

Well that is already in. Missiles are 5 seconds for example, cannons are slower then regular guns, etc. I need to change it more, but it was just a simple test at the current time. Smiley
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