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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
monopolowa
As a skulk, I find it difficult to stay on the ceiling for any length of time...If I'm moving, I need to keep looking at the ceiling to stay on it, otherwise I fall right off, giving myself away or wasting time getting back into position.

What I suggest is allowing the skulk to look up to say, 30 degrees away from the ceiling or wall surface before dropping. This way I can keep an eye on the marine or my escape route as I use the ceiling to ambush or dodge fire. If you still want to detach, jump off or hold ctrl. Oh, and if the skulk is walking, increase the angle to 45 degrees; since it's moving more slowly it can control its footing more easily.

A change like this would make movement on walls and ceilings a bit more viable.
Yash
Sounds good.
I don't see anything wrong with this.
semipsychotic
I think this is mentioned in the bugtracker along with other infamous wallwalking-related problems. They'll hopefully get around to smoothing out the wallwalking, which I imagine would involve a lot of funny code, so I don't expect it anytime soon.

In the meantime, be sure to keep annoying them. smile-fix.gif
monopolowa
Ok, if it's a bug, not a feature, then will a mod please lock/move this post to the appropriate forum
DragonMech
http://www.natural-selection.org/bt/bug_vi...?bug_id=0000216
Guest/Guest
blackholedreams
Originally +duck was supposed to be used to hop off a wall. I think this should be the case. As long as a skulk is attached to a surface it shouldn't fall off unless +duck is triggered.
DragonMech
QUOTE (blackholedreams @ Oct 25 2004, 08:49 PM)
Originally +duck was supposed to be used to hop off a wall. I think this should be the case. As long as a skulk is attached to a surface it shouldn't fall off unless +duck is triggered.

Sort of like the AvP wallwalk (without the nauseating camera twitching)?
krimson
i thought that this was how they were going to do it, and then decided against it.
Morphs
The AvP wallwalk really ruled, you always sticked to the ceiling or wall, whatever you did. Problem in NS is when there are ledges on the ceiling...you just fall of with the current wallwalking.

I vote yes for the AvP style wallwalk (without the desorienting camera effect)
JAK1
The problem with the AvP wall walking system was that (like said already) the camera angle of the player changed angle to match the new angle he was moving along. With NS currently no camera angles change when moving along walls, however i think with an AvP style "wall sticking" camera angle changes would probaly be a good idea so as to make wall walking much more of a learned art and i think it makes the whole experience more realistic.

Although the current maps are fairly smooth serfaced it would be nice to get round lups and bumps, corners and such somewhat easier. I think it would encourage skulks to be sneakier as well.
Zek
Camera angle changing has already been tried and ruled out for the skulk because it is nearly impossible to implement properly. The skulk's view would go nuts every time he went over a little ledge, like stairs for example...
Meto
There is actually a solution to this problem and you can see it in almost any 3rd person game where the camera follows the player.

When a player makes a quick spin the camera spins around slowly to follow. The idea is to attack the player view more losely to the actualy entity. Think in terms of a dampened spring or tether. So you'd get a little bobbing going upstairs but not a great deal.

Anyway that's besides the point.

Better wallwalk definetly gets thumbs up! I like the ceiling ledge part particularly.
RobB
+duck sticks, -duck unsticks, problem solved.
if you have a problem with ambushing, make it a switch! problem also solved...
BobTheJanitor
QUOTE (RobB @ Oct 26 2004, 09:18 AM)
+duck sticks, -duck unsticks, problem solved.
if you have a problem with ambushing, make it a switch! problem also solved...

Problem not quite solved. You can stick to the wall, but if you have to go over a bump on the ceiling or around a beam or something, how does the engine know when to keep sticking you up there? On the ground it's fine, you can go over a bump and gravity will pull you back down... on the ceiling, if you go over a bump gravity pulls you towards the floor.
RobB
identify the acceleration/speed to gravity code and delete it for skulks (or at least alter it). would also remove the annoying "hi there im flying up the cliff and you can shoot me while i sit there in the air"
effect of celerity when you run up a wall
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