Fade blink momentum

YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
edited February 2012 in Modding
<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>
«13

Comments

  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    Going to take a look, it seems awsome :)
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    Quick feedback: You seem to run very slow while on the ground. I don't mind, as it promotes blinking; did you intend to blink in combat/jump to catch up with marines? I ask as I think they are faster then you right now. While ethereal, pressing forward and strafe doesn't make you go diagonal, but just strafe. Is this intended or an oversight?

    Just made a quick lap around summit. Great fun; I love it. Please UWE, take a look at this :)
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    The slow walk is a bug, but maybe it's better to force the fade to use blink instead of running around.
    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.
  • ale'ale' Join Date: 2011-08-06 Member: 114689Members
    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?
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    edited December 2011
    <!--quoteo(post=1889394:date=Dec 9 2011, 04:00 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Dec 9 2011, 04:00 PM) <a href="index.php?act=findpost&pid=1889394"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The slow walk is a bug, but maybe it's better to force the fade to use blink instead of running around.
    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.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    I really like this, give the fade alot more mobility and less invulnerability.
    UWE needs take a look at this.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    It would still look retarded with floating fades all over. If this was to be implemented, this new movement system is good, it should do something with the new night crawler effect. I don't want floating Fades breaking my immersion in NS2, we've had enuf of that in the first one :P
  • _Thresh__Thresh_ Join Date: 2008-01-11 Member: 63385Members
    Gameplay first. Then fancy effects.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    But the game play is already in this mod, start work on FX now and the plan will come together. And I love it when that happens!
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited December 2011
    <!--quoteo(post=1889664:date=Dec 10 2011, 11:22 PM:name=_Thresh_)--><div class='quotetop'>QUOTE (_Thresh_ @ Dec 10 2011, 11:22 PM) <a href="index.php?act=findpost&pid=1889664"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Gameplay first. Then fancy effects.<!--QuoteEnd--></div><!--QuoteEEnd-->
    This is gameplay, if you didn't notice.
    Makes fades better at traveling, makes them more vulnerable.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1889773:date=Dec 11 2011, 04:42 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Dec 11 2011, 04:42 PM) <a href="index.php?act=findpost&pid=1889773"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is gameplay, if you didn't notice.
    Makes fades better at traveling, makes them more vulnerable.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I think he was poking me with that gameplay stick swalk :P
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1889780:date=Dec 11 2011, 06:05 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 11 2011, 06:05 PM) <a href="index.php?act=findpost&pid=1889780"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think he was poking me with that gameplay stick swalk :P<!--QuoteEnd--></div><!--QuoteEEnd-->
    Oh :P
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    Oh my god this mod makes the fade behave almost exactly like Subject 617 in Hidden:Source! LOVE IT
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Updated: now fade take damage while blinking, and some number tweaks.
  • TwiggehTwiggeh Join Date: 2010-09-24 Member: 74165Members
    <!--quoteo(post=1891063:date=Dec 20 2011, 06:57 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Dec 20 2011, 06:57 PM) <a href="index.php?act=findpost&pid=1891063"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Updated: now fade take damage while blinking, and some number tweaks.<!--QuoteEnd--></div><!--QuoteEEnd-->


    Take damage? Why?
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    based on the video, its missing more air control but i'm loving the momentum which I think can be increased bit more. seriously loving this, been complaining about this for long time. I honestly hope this indeed gets adapted into ns2.

    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!
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    edited December 2011
    There is also a discussion based on this mod, and how to improve blink, on the suggestion forums:

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115653" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=115653</a>
  • vizioNzvizioNz InversionNS2.com Join Date: 2003-12-21 Member: 24595Members, Constellation, NS2 Playtester
    I really like this Yuuki, nice work my friend.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    New update should be coming soon for this mod, I think I convinced Yuuki to make it work on 193 and fix a few bugs with it :P
    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!
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited January 2012
    Alright, updated for 193. Guarantee bug free*. I went easy on energy cost, for marketing reasons (if people go out of energy to easily when they try the mod they will blame it). You can't take damage while blinking.

    <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-->
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    <!--quoteo(post=1896671:date=Jan 22 2012, 05:53 PM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jan 22 2012, 05:53 PM) <a href="index.php?act=findpost&pid=1896671"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Alright, updated for 193. Guarantee bug free*. I went easy on energy cost, for marketing reasons (if people go out of energy to easily when they try the mod they will blame it). You can't take damage while blinking.

    <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.
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    Out of curiosity, what does the shared.lua file do? In the folder it was outside of the lua folder, is that intended?
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    It's for the Script Reloading :

    <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.
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    I see I see! That goes in my general client side mod folder for all I have there :)
  • hit321hit321 Join Date: 2007-11-17 Member: 62942Members, Constellation, NS2 Map Tester
    NICE !!!!
    Much better with this blink !
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Update after the gather : increased energy drain from 60 to 140 to force use of momentum.

    <!--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>
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    How does the latest version operate atm?
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    edited January 2012
    The movement of latest version worked very well. The drain had been incorrectly changed though, so not only did you perserve the momentum, but the drain was a very low 20, compare to 35 in live. So not much of a balance check.

    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!
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited January 2012
    kBlinkEnergyCost = 140 ??
    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.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    It was still 60 in the mod, I don't know what happens if server and client disagree on it. Anyway we can still increase it if it's not enough.
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