Fade blink momentum
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/BHplcHsIyiE"></param><embed src="http://www.youtube.com/v/BHplcHsIyiE" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
I didn't really added momentum because it's something that comes for free once you have basic newtonian dynamics. So here there is only force when you blink, friction and gravity. Then one has to tweak the numbers to get something that feels ok, for example there is different friction coefficient depending if you're on the ground, blinking or in the air :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->function Fade:GetFrictionForce(input, velocity)
local frictionScalar = 8
if self:GetIsEthereal() then
frictionScalar = 10
elseif not self:GetIsOnGround() then
frictionScalar = 1.5
end
return -velocity * frictionScalar
end<!--c2--></div><!--ec2-->
I'm not sure how this affects balance because you spend less time in ethereal mode as a fade, so maybe you get shot a bit more. It's also a bit harder to control, but I guess with training it could become overpowered.
So if anybody want to test I can start a server with it. If you have suggestion also, e.g. shift key does nothing right now.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Download</b> <!--sizec--></span><!--/sizec-->version with auto Mod Loader for easier installation :
<a href="http://www.duplexgaming.co.uk/downloads/mods/64/modfade/" target="_blank">http://www.duplexgaming.co.uk/downloads/mods/64/modfade/</a>
<b>Instruction : </b>
Unzip anywhere and execute startMod.exe.
----
Without mod loader (old version):
<a href="http://www.mediafire.com/?iarbk1zb33ne6h3" target="_blank">http://www.mediafire.com/?iarbk1zb33ne6h3</a>
Usage : Unzip in "C:\Program Files\Steam\steamapps\common\natural selection 2" and launch game with "C:\program files\Steam\steamapps\common\natural selection 2\NS2.exe" -game modFade
<div align='center'><img src="http://i.imgur.com/MCjrV.png" border="0" class="linked-image" /> </div>
I didn't really added momentum because it's something that comes for free once you have basic newtonian dynamics. So here there is only force when you blink, friction and gravity. Then one has to tweak the numbers to get something that feels ok, for example there is different friction coefficient depending if you're on the ground, blinking or in the air :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->function Fade:GetFrictionForce(input, velocity)
local frictionScalar = 8
if self:GetIsEthereal() then
frictionScalar = 10
elseif not self:GetIsOnGround() then
frictionScalar = 1.5
end
return -velocity * frictionScalar
end<!--c2--></div><!--ec2-->
I'm not sure how this affects balance because you spend less time in ethereal mode as a fade, so maybe you get shot a bit more. It's also a bit harder to control, but I guess with training it could become overpowered.
So if anybody want to test I can start a server with it. If you have suggestion also, e.g. shift key does nothing right now.
<!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Download</b> <!--sizec--></span><!--/sizec-->version with auto Mod Loader for easier installation :
<a href="http://www.duplexgaming.co.uk/downloads/mods/64/modfade/" target="_blank">http://www.duplexgaming.co.uk/downloads/mods/64/modfade/</a>
<b>Instruction : </b>
Unzip anywhere and execute startMod.exe.
----
Without mod loader (old version):
<a href="http://www.mediafire.com/?iarbk1zb33ne6h3" target="_blank">http://www.mediafire.com/?iarbk1zb33ne6h3</a>
Usage : Unzip in "C:\Program Files\Steam\steamapps\common\natural selection 2" and launch game with "C:\program files\Steam\steamapps\common\natural selection 2\NS2.exe" -game modFade
<div align='center'><img src="http://i.imgur.com/MCjrV.png" border="0" class="linked-image" /> </div>
Comments
Just made a quick lap around summit. Great fun; I love it. Please UWE, take a look at this :)
The non-diagonal blink is not, but I guess one could try different thing for how this works, air control and such also.
I think the fade feels much more free like that, this sudden deceleration when coming out of blink is frustrating.
The non-diagonal blink is not, but I guess one could try different thing for how this works, air control and such also.
I think the fade feels much more free like that, this sudden deceleration when coming out of blink is frustrating.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree, once I tried it, you feel hampered by the current blink. I kind of liked the slow walk thing, since it makes the fade jump/blink to the marines instead of running around. I don't think jumping destroys the immersion for the fade. Its legs kind of look like jumping legs, and it's intuitional as opposed to bunnyhopping.
If initial blink cost was (almost) removed, but draining greatly increased, you could make it so that you just use the blink for accelerating and then arcs forward with the added momentum. As an added benefit an almost dead fade couldn't escape down a long hallway.
<!--quoteo(post=1889397:date=Dec 9 2011, 04:23 PM:name=ale')--><div class='quotetop'>QUOTE (ale' @ Dec 9 2011, 04:23 PM) <a href="index.php?act=findpost&pid=1889397"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's pretty fun and would be an improvement over the current system. One thing you could do is to make blink cost more energy so you can't spend a long time in the ethereal mode. Blink would be used to gain momentum and you'd spend more time vulnerable. Blinking would take more skill and be more interesting. But would it be too much like leap if it was something like that?<!--QuoteEnd--></div><!--QuoteEEnd-->
Rereading, perhaps that was what you meant? I got the impression that you meant an increased initial cost. Increased draining but reduced initial cost would make it used for speed boosts but not as a travel mode.
UWE needs take a look at this.
This is gameplay, if you didn't notice.
Makes fades better at traveling, makes them more vulnerable.
Makes fades better at traveling, makes them more vulnerable.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think he was poking me with that gameplay stick swalk :P
Oh :P
Take damage? Why?
I would also like (if you can) adapt ns1 leap into current ns2 leap which is silly at the moment it needs some major rework. so i was wondering can you adapt momentum and air control into skulks leap? (to be more like ns1 leap)
Please keep working on improving the movement to be more like ns1!
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115653" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=115653</a>
UWE tried to implement something similar to this mod in the recent paches, but it only works when going directly up, or directly down :P
Hopefully Yuuki will fix the remaining bugs, and UWE can have a look at his code =)
Great job so far Yuuki!
<a href="http://www.mediafire.com/?iarbk1zb33ne6h3" target="_blank">http://www.mediafire.com/?iarbk1zb33ne6h3</a>
Need some testing now.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->*With 0% probability<!--sizec--></span><!--/sizec-->
<a href="http://www.mediafire.com/?iarbk1zb33ne6h3" target="_blank">http://www.mediafire.com/?iarbk1zb33ne6h3</a>
Need some testing now.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->*With 0% probability<!--sizec--></span><!--/sizec--><!--QuoteEnd--></div><!--QuoteEEnd-->
Found 0 bugs on my run with it :D
I think it will be a good idea to make the adrenaline drain higher(something around double)
In the mod the fade can still be too much invis/invul.
You should only be able to either, go in with full blink, or get away with full blink. Atm, you can do both, like in vanilla.
That makes the fades almost "unkillable".
You should rely more on your momentum from your blink instead of the actual blink state. (that part works quite well with the mod!)
That will give marines more time to shoot the fade, and it will help find balance for the fades as well.
Even when fades run out of adrenaline, it will not be a problem, they will still be able to use the short blinks to gain momentum and get a chance to get away.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116001" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=116001</a>
I moved the file just in case it could cause bugs.
Much better with this blink !
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->kSwipeDamage = 70
kSwipeDamageType = kDamageType.Puncture
kSwipeFireDelay = 0.25
kSwipeEnergyCost = 5
kStabDamage = 160
kStabDamageType = kDamageType.Puncture
kStabFireDelay = 1.5
kStabEnergyCost = 20
kBlinkEnergyCost = 140<!--c2--></div><!--ec2-->
<a href="http://www.mediafire.com/?tyzt2r72pei6gxa" target="_blank">http://www.mediafire.com/?tyzt2r72pei6gxa</a>
I talked some with Yuuki yesterday about having the blink cooldown removed if you blinked for longer then the "free" 0.15 seconds. I later remembered that those 0.15 seconds weren't included in the drain as I want them to be once you pass that time however. So instead I wrote the syntax to include them once. Since the blinking is more timing dependent then, and you also get longer total draining time for same blink time (if blink > 0.15 seconds), the drain could be reduced to 105. This allows about 0.12 seconds longer blinks in total, But it's only for very long blinks that the drain will be less.
Code to make this happen:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if Shared.GetTime() > (self.timeBlinkStarted + .15) then
if (Shared.GetTime() - input.time) > (self.timeBlinkStarted + .15) then
local energyCost = input.time * kBlinkEnergyCost
player:DeductAbilityEnergy(energyCost)
else
local energyCost = (Shared.GetTime() - self.timeBlinkStarted) * kBlinkEnergyCost
player:DeductAbilityEnergy(energyCost)
end
end<!--c2--></div><!--ec2-->
Example: blink start at 0 seconds, check happens each 0.01 seconds (input.time)
Checks code
Shared.GetTime() = 0.15
Shared.GetTime() > (self.timeBlinkStarted + .15) is false
Skips the code
Checks the code
Shared.GetTime() = 0.16
Shared.GetTime() > (self.timeBlinkStarted + .15) is true
(Shared.GetTime() - input.time) > (self.timeBlinkStarted + .15) is false
Turn to else
local energyCost = (Shared.GetTime() - self.timeBlinkStarted) * kBlinkEnergyCost
player:DeductAbilityEnergy(energyCost) deducts energy for 0.16 seconds worth of blinking
Done with code
Checks the code
Shared.GetTime() = 0.17
Shared.GetTime() > (self.timeBlinkStarted + .15) is true
(Shared.GetTime() - input.time) > (self.timeBlinkStarted + .15) is true
Looks in that if
local energyCost = input.time * kBlinkEnergyCost
player:DeductAbilityEnergy(energyCost) deducts energy for 0.01 seconds worth of blinking
So that should make it work!
We played alot in the gathers with 130, it is waaay to low of a drain, try 200. I did, it felt great.
Simple change, massive improvement.
Now you can't rely on your blink state too much in combat, as you can only be in it for 10-15 meters before running out of adrenaline.
You need to use your momentum and preserve your energy for swipes.