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Lower timeout of jumppad + conc combo nerf #383

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squeek502 opened this issue Nov 30, 2020 · 2 comments · May be fixed by #392
Open

Lower timeout of jumppad + conc combo nerf #383

squeek502 opened this issue Nov 30, 2020 · 2 comments · May be fixed by #392

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@squeek502
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squeek502 commented Nov 30, 2020

Something to look into. Could maybe reduce it to 1.5 or 2 seconds to open up a few more chaining possibilities (e.g. tidalwave yard jump pad -> surf -> conc) without it affecting much else.

From Discord:

squeek502
yeah, the jump pad + conc combo thing doesnt reset until youre on the ground, and when rampsliding/surfing you're considered in the air
so it never resets, so your conc gets nerfed

squeek502
right now it times out after 3 seconds:

if ( pPlayer->m_flMancannonTime && gpGlobals->curtime < pPlayer->m_flMancannonTime + 3.0f )
{
float flPreviousVelocityZ = vecResult.z;
vecResult.z = 0;
if ( vecResult.Length() > MAX_JUMPPAD_TO_CONC_SPEED_HORIZ )
{
vecResult.NormalizeInPlace();
vecResult *= MAX_JUMPPAD_TO_CONC_SPEED_HORIZ;
}
vecResult.z = min(MAX_JUMPPAD_TO_CONC_SPEED_VERT, flPreviousVelocityZ);
}

beees
Could it be shorter? 3 is excessive, don't you think?

squeek502
probably

beees
That way it makes things like surfing the wave to a conc still a viable conc

squeek502
yeah

@squeek502
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Tested this out a bit. Here's a best-case-scenario tidal run (with 1.5s timeout):

http://ffpickup.com/temp/2020-11-30%2000-29-53(00h00m43.634s-00h00m49.733s).mp4

Thoughts:

  • The old jump pad had a higher speed cap but the same timeout, so in the old tidal route you'd still hit the jump pad + conc speed cap. This means that with a lower timeout, you will actually go faster than before (can hit ~2000 speed on the tidal route with the lower timeout).
    • Note that the old cap used 3D speed (i.e. it capped your total velocity magnitude to 1700); now it caps horiz/vertical velocity separately [horizontal speed is capped to 1024]
  • This seems mostly okay for scout (that speed is actually a little too fast to control well or use practically/consistently [although it might just take time to learn it better]), but kinda weird that medics would be able to hit those speeds as well.
  • Could potentially have a second timeout that caps the speed using a higher cap
  • Could potentially cap speed based on how long its been since you used the jump pad (i.e. interpolate the cap between the lower cap and a higher cap after 1.5 seconds have passed, meaning the longer its been since you used the jump pad the faster you could potentially go)

@gumbuknine
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  • Could potentially cap speed based on how long its been since you used the jump pad (i.e. interpolate the cap between the lower cap and a higher cap after 1.5 seconds have passed, meaning the longer its been since you used the jump pad the faster you could potentially go)

i think the interpolation idea is pretty interesting and actually quite good, there's a bit of an element of consideration that way, and gives a tad bit of control over how much speed you want when. i'm all for this idea.

squeek502 added a commit to squeek502/fortressforever that referenced this issue Apr 4, 2023
The primary cap works the same as in current FF but will now timeout after 1.5 seconds (or touching the ground). The new secondary cap works like it did before fortressforever#122 (speed is capped at 1700 total magnitude) and will timeout after 3.0 seconds (or touching the ground).

This allows for some very specific things to work as they did before (like tidalwave yard jump pad -> surf -> conc) without opening up too much room for exploitation.

Closes fortressforever#383
@squeek502 squeek502 linked a pull request Apr 4, 2023 that will close this issue
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