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Smart High/low weapon selection proof of concept #3720
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Smart High/low weapon selection proof of concept #3720
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https://discord.com/channels/549281623154229250/1281629883751071775/1284316479277502616 |
scripts/Units/armguard.bos
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call-script aimCommon(heading, pitch); | ||
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// Prevent high-trajectory "bonus shots" while high-trajectory is reloading |
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Is this supposed to be
// Prevent high-trajectory "bonus shots" while high-trajectory is reloading | |
// Prevent low-trajectory "bonus shots" while high-trajectory is reloading |
scripts/Units/armguard.bos
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} | ||
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aimCommon(heading, pitch) | ||
{ | ||
turn turret to y-axis heading speed <30.000000>; | ||
turn turret to y-axis heading speed <45.000000>; |
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This seems to be a balance change?
scripts/Units/armguard.bos
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return (0); | ||
} | ||
aimingState = 1; | ||
start-script resetState(); | ||
if (aimingState > aimingState_aimingLow){ |
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Doing math on enum values is a code smell. Those numbers are arbitrary ID numbers, not any quantitative value.
scripts/Units/armguard.bos
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if (aimingState != 2){ | ||
resetHighFrame = frame + delayFrames; | ||
if (aimingState != aimingState_aimingHigh){ | ||
resetHighFrame = frame + (delayFrames * aimingState); |
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Doing math on enum values is a code smell. Those numbers are arbitrary ID numbers, not any quantitative value.
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Conflicts? Uhhh... Didn't know there were any |
@SethDGamre What is the status of this? I still see the debugging code is present. |
Waiting on play testing from The balancing team to get their impressions before polishing. |
now we don't get random aimstate changes for grids of smartselect turrets. errorstate now works correctly so it switches modes faster.
Can you split out the gadgets.lua fixes to a separate PR? |
Yes. Absolutely. I think I'm gonna chop this up into three PR's. Need it all together while I'm testing. |
with a 10 second cooldown to make it more responsive.
This is for Hornet and the balance team to review.
Low trajectory weapon overrides the aim of high trajectory. Meaning the turret will prefer targets with direct LOS before reverting to high trajectory aim. Seems to work pretty good.
The high/low toggle button is still there as this is just a proof of concept .
VERSION 2.0 UPDATE
Smart select got a little smarter. There are now 4 aiming states.
When the turret returns to idle, it reverts to 0 state.