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Add Quick Time Events

Open john681611 opened this issue 11 months ago • 8 comments

When merged this pull request will:

  • Provide Quick Time Events for players to enter in order to complete action (capability addition not change any existing functionality)

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  • If the contribution affects the documentation, please include your changes in this pull request so the documentation will appear on the website.
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  • Title of this PR uses our standard template Component - Add|Fix|Improve|Change|Make|Remove {changes}.

TODO:

  • [x] Fix no longer being able to use waitUntil to wait for correct input or move away (Help Needed)
  • [x] Distance parameter + Default
  • [x] Localisation
  • [x] Keybind (Help Needed)
  • [ ] Sanitisation
  • [x] Timeout
  • [ ] Hint alternative
  • [x] Completed callback

john681611 avatar Mar 12 '24 10:03 john681611

This is getting out of hand, now there's two of them! @johnb432

LinkIsGrim avatar Mar 12 '24 11:03 LinkIsGrim

Not reviewing yet, but we typically end files with a newline, FYI.

LinkIsGrim avatar Mar 12 '24 11:03 LinkIsGrim

  • Don't force push, it breaks stuff.
  • I'm not a fan of hogging the hint UI for an undetermined amount of time. QTE should have its own dedicated UI.
  • No timeout option, meaning this will last forever until the QTE is solved.

Lastly: Why add this to ACE? What are the use cases? I can't imagine any use cases, but you are bound to have some.

  • Happy to understand a replacement for hint I'm converting from an in-mission script I wrote.
  • Timout: Fair call will be added to the TODO list

Usage:

  • To give players an option to have a skill-based interaction rather than waiting out a 'progress bar' for many interactions (mostly medical).
  • Low-tech way of simulating actions to create memorable patterns for completing actions (or random ones for others)
  • Allow player stress to affect their performance in interactions.
  • (weak) Unconscious Mini game that give the player something to do (maybe affecting wakeup/death chance) that gives players something to do rather than go AFK for far too long.

john681611 avatar Mar 13 '24 17:03 john681611

Lastly: Why add this to ACE? What are the use cases? I can't imagine any use cases, but you are bound to have some.

For me, I would like to add QTE's (given the API is simple) to reduce some progress bars. IMO this makes more sense as a CBA thing, but for ACE specifically I would add a QTE for CSW tripod and gun assembly, maybe patting out fires in fire. Just something for players to be engaged by, and to reward more skilled players with faster outcomes.

Put development of this on hold for now, we're having an internal discussion of how QTE should be implemented into ACE.

johnb432 avatar Mar 14 '24 08:03 johnb432

@johnb432 Any update?

john681611 avatar Mar 19 '24 17:03 john681611

I don't want to be too hasty about it, but atm it seems like a QTE framework would make more sense to be added in CBA. ACE would have a progress bar that would use said framework.

However, internal discussion is still ongoing.

johnb432 avatar Mar 19 '24 19:03 johnb432

I don't want to be too hasty about it, but atm it seems like a QTE framework would make more sense to be added in CBA. ACE would have a progress bar that would use said framework.

However, internal discussion is still ongoing.

That would make sense to me. I assume we would have a callback for display events to allow ACE to have its own UI system.

john681611 avatar Mar 19 '24 20:03 john681611