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Add more checks to auto-vacc

Open twilight-sparkle-irl opened this issue 7 years ago • 2 comments

Bullet checks:

  • FOV check Basically, I don't think a sniper aiming at another sniper should warrant a bullet check. Perhaps you could just have the danger go up exponentially based on how close they're looking at your target, and whichever one is higher. Don't check for specific hitboxes from the sniper's perspective, that'll kill the performance. Just check for closeness to entity origin. Or head origin. Either one.
  • Check other classes A scout hopping around or a heavy can be just as dangerous as a sniper.

Fire check:

  • Flare gun projectiles They exist. They suck. Still covered by isburning. Don't really have many objections to this one.

Blast check:

  • Check angle on projectiles Honestly, you don't actually have to check angle. Have a basic surrounding check like the one you have now with a larger distance that tags projectiles with their current distance on that tick, and then next tick, check if they're getting closer to your position or not.

twilight-sparkle-irl avatar May 01 '17 21:05 twilight-sparkle-irl

we do the last two afaik

BenCat07 avatar Oct 23 '18 20:10 BenCat07

Flickshots and lag are a thing, I don't think the first one is at all well thought out. We should just be safe and pop a bullet incase we're within ~5 FOV of a sniper's sightline.

But good idea with the scout thing, let's pop bullet if a scout is super close, has primary out, and is at least facing ~90* towards us or our healing target.

SylveonBottle avatar May 29 '19 19:05 SylveonBottle