Tremulous Forum
General => Feedback => Topic started by: Conzul on July 28, 2010, 03:05:43 am
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Playing Goon a lot, you get to wishing you had skid control, like a handbrake. Sometimes, you don't quite pounce past the that corner. Also it would be good to mess up human aim, since you could always opt in a split second to slide a few feet further. It would be cool if we could hold SHIFT or something, to enable a brief friction reduction, just like going around a corner with a handbrake in a car. It would be a bit OP, I suppose, so how about we put it on the Advanced Dragoon! About the same distance as human dodge...Give it repeat and everything! Anyone? Like?
1) Shouldn't be too hard to implement.
2) Not a major change - doesn't need extensive testing/balancing.
3) My goon has been turning around onscreen and begging me for it. Srsly it's freaking me out.
4) We should be allowed to charge a pounce while holding skid.
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I don't understand how this would help...
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Moreover it would be *fun*. But it would be a bit out of character for tremulous I think.
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That'd be a neat mod. Hit the wallwalk key or something post pounce, get a few GU of movement.
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Good idea, should be awesome. ;)
We could look how the crouch-gliding is implemented in Urban Terror (it's ioq3 engine as well) and code something like that.
BTW, for some fun with goon hold Alt and move the mouse, it's fun to look at.
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I like it
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Yeah, why not? Also, if you hit a human while "sliding," will it do damage?
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Yeah, why not? Also, if you hit a human while "sliding," will it do damage?
maybe it would have knockback similar to pounce but it shouldn't do much damage (if any)
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Yeah, why not? Also, if you hit a human while "sliding," will it do damage?
I don't really think it should do damage, nor should the slide be very far. Just enough for around-the-corner control.
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Good idea, should be awesome. ;)
We could look how the crouch-gliding is implemented in Urban Terror (it's ioq3 engine as well) and code something like that.
BTW, for some fun with goon hold Alt and move the mouse, it's fun to look at.
No need to look at the UT code, what you need to do is to create a separate move type in bg_pmove.c and then cause the slide button to trigger that. The jetpack code should be quite similar.
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I posted a thread on goon sliding a long while back, but it was because there was, and I think I've noticed it in GPP as well, a problem where getting shot while in the air can cause you to slide upon landing.
http://tremulous.net/forum/index.php?topic=11477.msg171475#msg171475 (http://tremulous.net/forum/index.php?topic=11477.msg171475#msg171475)
Appears that Meisseli noticed it too, I hadn't kept up on the topic.
As for implementation of it as a feature, I think the goon has far more important movement issues that should be fixed before anything new should be thought of or thrown in.
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Yeah but controlled sliding, that would be both cinematic and useful. Also edited first post.
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There's a way to (sort of) do this already: Simply hit jump at the end of your pounce while looking in the direction of the corner you wanted to round or the human you wanted to hit and (I believe) the pounce attack itself continues through the jump.
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How about you sidestep then pounce to get passed the corner? If it wont do any dmg its just a secondary sidestep.
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If you just did a strong pounce towards the corner, then you have momentum that a slide could take advantage of. Sidestepping would be slower.
And I know about jumping right after landing, but that sends you UP and often you will collide with the ceiling in low corridors. Nah ah.