Nooooooo!
curlydave
Join Date: 2003-10-21 Member: 21855Members
<div class="IPBDescription">SC gone lover to hater</div> I used to be a great cloacked skulk, but now cloacking kinda stinks if there's no sensory chamber near by. What was once level 2 cloackign is now level 3. It takes significantly longer to cloack, and walking uncloacks you most of the time (well, once is enough to get seen and killed...) This happens especially when straffing.
Is this a bug, or is it intentional? Most people complain that cloacking/sc is ineffective/3rd rate, so why the huge nerf?
Now cloacking is kinda useless unless there's an sc nearby.
Is this a bug, or is it intentional? Most people complain that cloacking/sc is ineffective/3rd rate, so why the huge nerf?
Now cloacking is kinda useless unless there's an sc nearby.
Comments
i think its a bug. It's been said before, I think.
Also, is it just me, or do you have to be standing perfectly still and wait for about 3 seconds for a sensory to cloak you, but as soon as you move, your uncloaked again.
Were sensory chambers changed and I missed it?
Solution: Do not strafe while cloaking, look in the direction u want to go and walk forward.
Arbitrary numbers: imagine you move forward at a rate of 4m/sec and strafe at a rate of 3m/sec. When you strafe and walk forward simultaneously, imagine those as two sides of a right triangle. The third side, the hypotenuse, is your movement along the diagonal -- geometrically, moving at 5m/sec (3^2 + 4^2 = 5^2).
Imagine that cloaking is designed to work when you go 4m/sec or slower. When you strafe *and* move forward, then, you are moving faster than 4m/sec -- and uncloak.
It's a flaw in HL's movement code.
Arbitrary numbers: imagine you move forward at a rate of 4m/sec and strafe at a rate of 3m/sec. When you strafe and walk forward simultaneously, imagine those as two sides of a right triangle. The third side, the hypotenuse, is your movement along the diagonal -- geometrically, moving at 5m/sec (3^2 + 4^2 = 5^2).
Imagine that cloaking is designed to work when you go 4m/sec or slower. When you strafe *and* move forward, then, you are moving faster than 4m/sec -- and uncloak.
It's a flaw in HL's movement code.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Not to poke at the code (which I havn't even seen) but...
Rather than mess around with math and add to the total processes, why not use a flag of some sort to tell if the player is holding down the walk key? (If I recall, such a flag already exists in a clean SDK) If the flag is true, don't uncloak.
This method is open to exploit however, as one could manipulate the flag through clever timing of the walk key. Perhaps a better method would be a combination of the two. With a 'walk' flag in place, it is possible to raise the "4m/sec" speedlimit to high enough levels so it doesn't interfere with walking- and yet, still uncloak a skulk once it reaches 'run' speeds.
Although your example was only for the sake of argument. It'd be interesting to see how Flayra was actually coding this. From not seeing anything, I'd gather that if the player moves faster than X speed (the forward vector of the player's velocity), have the skulk uncloak. Even so, the two methods can still be combined to make skulk cloaking less "gimpy". It's a minor fix that would extend the gameplay of cloaking to more strategic levels.
Not to poke at the code (which I havn't even seen) but...
Rather than mess around with math and add to the total processes, why not use a flag of some sort to tell if the player is holding down the walk key? (If I recall, such a flag already exists in a clean SDK) If the flag is true, don't uncloak.
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Wouldn't players then have to hold in the walk key while waiting in an ambush spot?
Also I didnt' notice in the change logs that the time to cloack was increased, but it definitely has been. Level 3 cloacking works in about the time it took level 1-2 to work in 2.01.
in 2.01 the defualt cl_sidespeed, cl_backspeed and cl_forwardspeed were 400, so when you walked, you went at a certain speed, albeit very slow, but you never uncloaked, but in 3.0b2/1 i believe those commands are locked at a higher value, like 1000, or more, which makes you uncloak because you are going too fast
i dont know why they removed those commands, baceause it didnt affect your movement speed while not walking/crouching
i may bee completely wrong, so dont take my word on it
No. Only allow checks to be made when moving.
If the player's forward vector is 0, there's no need to even look at the walking flag.