Skulk walljumping
swalk
Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
Comments
This is how jumping from walls works in AVP, and it is definately NOT better.
This is how jumping from walls works in AVP, and it is definately NOT better.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm talking about walljumping, not wallwalking. When you are on the walls, and press space.
When you press space now, you jump away from the wall(dependent on the angle of the wall).
I'm saying that you should jump towards your view angle.
+101
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
// Jumping off wall
local jumpsAwayFromWall = false
local playerViewDirection = self:GetViewAngles():GetCoords().zAxis
local wallJumpVelocity = Clamp(Skulk.kWallJumpForce + self:GetVelocity():GetLength(), Skulk.kWallJumpForce, Skulk.kWallJumpForce + Skulk.kMaxSpeed)
local wallJumpDirection = self.wallWalkingNormalCurrent * wallJumpVelocity
if (playerViewDirection:DotProduct(self.wallWalkingNormalCurrent) > 0) then
// give more weigth to viewdirection if facing away from wall
wallJumpDirection = wallJumpDirection + playerViewDirection*10
jumpsAwayFromWall = true
end
wallJumpDirection:Normalize()
wallJumpDirection:Scale(wallJumpVelocity)
local upwardsVelocity = Clamp(2 + (playerViewDirection.y) * 11, -5, Skulk.kWallJumpMaxUpwardForce)
velocity.x = velocity.x + wallJumpDirection.x
velocity.y = upwardsVelocity
velocity.z = velocity.z + wallJumpDirection.z
self:SetVelocity(velocity)<!--c2--></div><!--ec2-->
What is does is if the player if not looking in the wall (playerViewDirection:DotProduct(self.wallWalkingNormalCurrent) > 0) then the jump
direction is domination by the player View Direction :
wallJumpDirection = wallJumpDirection + playerViewDirection*10
Well, yes and no. The way the current implementation works, you can't really jump 45 degrees from a wall for example. If you try, it just propels you out at a 90 degrees angle from the wall.
I shouldn't have said that it's pretty much useless though, which is just me being inflammatory. The current implementation is a lot better than nothing. It's too restricting though and could be improved in many ways.
The easiest way is to just change
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> wallJumpDirection = wallJumpDirection + playerViewDirection*10<!--c2--></div><!--ec2-->
to
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> wallJumpDirection = playerViewDirection<!--c2--></div><!--ec2-->
and you won't have to change anything else. (though you end up with some obsolete code)
Yuuki: Why is the vertical velocity treated separately to the others?
So look for controlling your jump direction, a movement key to do a generic jump, or crouch to just drop. That handles most situations right?
the current mini-leap issues;
1.short jump
2.slow, with predictable movement
3. can't leap again during motion
4.must have more air control/momentum
5.drains far to much energy to quickly for this unpleasant movement
6. leap needs to do damage as well (minor damage if anything)
7. pushing leap sometimes stalls your movement in-place without pushing you forward like it should
for those not aware of this, first we had mini-leap then we had to upgrade to full leap. This was removed, and replaced with default mini-leap which still hasn't changed for a long time. So basically leap must be more agile movement, current state is still broken.
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EDIT-Can you make bunnyhopping? :)
The dev team is focused on getting all of the necessary features implemented and working first, to make this game fully playable. Enhanced movement abilities such as skulk walljumping were not being left out because we don't want them, or because we don't have plans for them, they are just further down on the schedule. So, we certainly welcome any community contributions which can improve the gameplay, and will certainly incorporate them if they are done well enough and if we feel they are a good addition to NS2.
--Cory
I could do a mod, but it requires a bit more tweaking I think (need to adjust air control and such).
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Keep up the good work :)
When you are not holding one, you should still jump towards your view direction.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
its okay, Cory, we know.
you should just ignore konata's negativity like everyone else does
Yuuki: excellent job. really.
Like everything would have frictional forces on it proportional to the squares of their velocities.
That's a really good idea.
MY experience with limiting speed with friction is that sometimes the players can get sort of bogged down or stuck just due to imprecise calculations or buggy surface contact calculations or something else, but that's probably because I'm a physicist, not a programmer.
But the game do not follow a strict physical approach it seems, it's a bit of a mix of forces and changing directly velocity (like clamping it). I think the approach is ok, you don't really want to stick to physics anyway.
you should just ignore konata's negativity like everyone else does
Yuuki: excellent job. really.<!--QuoteEnd--></div><!--QuoteEEnd-->
god damn it where is the i like button?!
This is how jumping from walls works in AVP, and it is definately NOT better.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hi. I was looking for this info when I found that post.
Only want to say that AvP's system for wallwalking aliens is still for me a must have. Immersive and intuitive.
He does required a great sense of "positioning in space", so yep a lot of people had trouble with this but some (as myself) could move without any problem : D
In my opinion AvP was incredibly better on this point. ^^
In fact if some UnknownWorlds team members read this. I would be happy to see an simple little option to unlock the ficked camera for wallwalking ! (option = choice = best possiblity ! ^^ Think about it ! Please !)
Because actually I don't like at all how Skulk manages to wallwalk (still my personnal feelings !)
P.s : sorry for strange english, caribbean player here ! :p
I have pointed out several suggestions for the new system to Schimmel before 190 was shipped and also forwarded this discussion to Charlie at Unknown Worlds. I haven't heard back from Charlie, but, some of the points I tried to point out in the conversation, Schimmel understood. Unfortunately, when this system was created, it was not tweaked based off usage in a mainstream map like Summit. It was tweaked within a dev map with no props and wide open areas. Excessive props and tight corridors were not taken into consideration which resulted in an unnatural feeling to the new system. Hopefully in future revisions, the movement and the mechanics for the Skulk Walljump system will be tested in maps that are currently being played (summit, tram, turtle, descent, etc.), and if done, the outcome will give the player a more natural experience.
Lastly, I have showed interest in what Yuuki has done with the Fade movement of late and have recently suggested (as well as a few other play testers) that this system be considered for the Fade Blink feature. Currently the Fade Blink system similar to the Stalker class of Starcraft 2 in how the movement feels. The Stalker and current Fade Blink is being used as an immediate point-A to point-B teleport with an immediate "stop of momentum" after you have teleported from point-A to desired destination. In Natural Selection 2, the Blink is used to navigate, not to teleport, which in theory means it should carry over the momentum of your chosen Blink path and the angle in which you are using Blink in. I strongly believe that what Yuuki has created will give a more streamlined feel to how the Fade blinks in Natural Selection 2. It will stay true to the concept UWE has for the NS2 Fade Blink but also give the same feeling the NS1 Fade possessed when navigating around the map using Blink.
I have pointed out several suggestions for the new system to Schimmel before 190 was shipped and also forwarded this discussion to Charlie at Unknown Worlds. I haven't heard back from Charlie, but, some of the points I tried to point out in the conversation, Schimmel understood. Unfortunately, when this system was created, it was not tweaked based off usage in a mainstream map like Summit. It was tweaked within a dev map with no props and wide open areas. Excessive props and tight corridors were not taken into consideration which resulted in an unnatural feeling to the new system. Hopefully in future revisions, the movement and the mechanics for the Skulk Walljump system will be tested in maps that are currently being played (summit, tram, turtle, descent, etc.), and if done, the outcome will give the player a more natural experience.
Lastly, I have showed interest in what Yuuki has done with the Fade movement of late and have recently suggested (as well as a few other play testers) that this system be considered for the Fade Blink feature. Currently the Fade Blink system similar to the Stalker class of Starcraft 2 in how the movement feels. The Stalker and current Fade Blink is being used as an immediate point-A to point-B teleport with an immediate "stop of momentum" after you have teleported from point-A to desired destination. In Natural Selection 2, the Blink is used to navigate, not to teleport, which in theory means it should carry over the momentum of your chosen Blink path and the angle in which you are using Blink in. I strongly believe that what Yuuki has created will give a more streamlined feel to how the Fade blinks in Natural Selection 2. It will stay true to the concept UWE has for the NS2 Fade Blink but also give the same feeling the NS1 Fade possessed when navigating around the map using Blink.<!--QuoteEnd--></div><!--QuoteEEnd-->
This.
The obvious difference being that the stalker has a ranged weapon while the fade is melee. It's a fundamental difference in terms of what kind of movement you need in order to stay within range of your opponent. Anyone who doesn't understand what I mean by this should try blinking after and hitting a marine that's running away from you. It is very difficult with the current blink model (unless you blink until you're ahead of him in his projected path, effectively presenting your face to his shotgun), but would be rather easy if momentum was preserved.