[testserver] y_bows: arrows should _not_ keep player's velocity #6084
Labels
No Label
1. kind/balancing
1. kind/breaking
1. kind/bug
1. kind/construction
1. kind/documentation
1. kind/enhancement
1. kind/griefing
1. kind/invalid
1. kind/meme
1. kind/node limit
1. kind/other
1. kind/protocol
2. prio/controversial
2. prio/critical
2. prio/elevated
2. prio/good first issue
2. prio/interesting
2. prio/low
3. source/art
3. source/client
3. source/engine
3. source/ingame
3. source/integration
3. source/lag
3. source/license
3. source/mod upstream
3. source/unknown
3. source/website
4. step/approved
4. step/at work
4. step/blocked
4. step/discussion
4. step/help wanted
4. step/needs confirmation
4. step/partially fixed
4. step/question
4. step/ready to deploy
4. step/ready to QA test
4. step/want approval
5. result/cannot reproduce
5. result/duplicate
5. result/fixed
5. result/maybe
5. result/wontfix
ugh/petz
ugh/QA main
ugh/QA NOK
ugh/QA OK
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: your-land/bugtracker#6084
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Currently player's velocity is added to initial arrow velocity:
b56f74ad5c/api/shoot.lua (L88)
This makes arrow fly diagonally when player is moving to the side.
It is realistic, but makes aiming while moving impossible.
My suggestion is to make initial velocity independent from player velocity.
It will make aiming while strafing or retreating possible and gameplay more fun and dynamic (imagine PVP situation...).
It still would be harder to aim while moving, but players with normal FPS skills should be able to do it at least.
i'd prefer not to do this... we've solved the issue of players hitting themselves with arrows when shooting them, but imagine a werewolf running and shooting - they're almost faster than the arrows as it is.
after playing around with this a while, i find that i can eventually get a feel for how to lead a shot while strafing (though i'm only shooting at petz, which mostly stand still).
you can also start/stop running on a dime - if you're having trouble leading your aim, perhaps stop for a moment to take the shot, then keep running.