Poll

Need some opinions about the descend key:

Crouch Key (useless without client)
2 (40%)
Light Key (Most of people nowadays use it for reload)
2 (40%)
Jet Key (out of the way, makes exiting vehicles a problem)
0 (0%)
Jump Key (Switch ascend to right click or other option)
1 (20%)
Other? (Post your ideas!)
0 (0%)

Total Members Voted: 5

Author Topic: Project Support_HeightControl [Code Questions]  (Read 4919 times)

Yeah, using the crouch key just seems the most intuitive, although it is a shame that people need the client-sided mod for it to work.

I suppose a more convoluted solution could be to use the jet key for descent, and the light key would switch the jet key between ejecting and descending. While that behavior probably would conflict with certain mods and weapons, it might be useful to some people depending on how they want to setup their servers.
You could have a "useJetForDescent = 1;" line that would be added to vehicle datablocks to enable the behavior.

couldnt u just have it be a command, like /down or something? if u needed to descend rapidly you could just spam the command pretty easily

Well, what you could do is you could use Support_updater to add the GUI to heightcontrol in a auto update?

couldnt u just have it be a command, like /down or something? if u needed to descend rapidly you could just spam the command pretty easily
The crouch fix will be done through serverCmd's anyway (only way for the client to give commands to the server)
Buuuut the command won't be too easy i am afraid. >_<
Then again, i have not released it yet, so i could still change it. :P
Well, what you could do is you could use Support_updater to add the GUI to heightcontrol in a auto update?
There is not much of a GUI.
Like none at all.
And while things like Blockland Glass, Support_Upater are a thing, people will still have different versions if i would have to change things after release.
While it is very possible i will have to anyway, i want to avoid as much trouble before release.

The revival of HeightControl is finally near.
Greetings!
After another way too long time (i had to necrobump), i finally came around and finished the important part of the code.
What is currently left to do is add the client sided prediction code (for people playing with latency mostly, to make going up and down look smoother) and fix one small bit that will add the last bit of backwards compatibility (i had to edit this build to be backwards compatible).

BETA BUILD
!WARNING! Incompatible with the old client of HeightControl due to massive rewrite.
Please request people who join and want to use HeightControl properly to download this build as well.
This build's client will be compatible with every upcoming build from now on.
My apologies for this inconvenience.


What changed?
Players/Server Owners should not notice much except for every vehicle made to use HeightControl now going up in the direction of the vehicle's up.
I fixed that the helicopters no longer go statically up (so no more super tilted but still going straight up helicopters) by default.

This feature is still available for modders though.
This and the rewrite does make it easier to use the crouch key.
HeightControl is now an add-on of an internal script which i called Vehicle Trigger Functions v2 (VTFv2), which aimed to fix some issues i had with the onTrigger functions.
For example, every trigger that the driver presses in the driver seat of a vehicle (now also fixed so that every type of vehicle works) gets pushed to the vehicle's onTrigger function.
Previously this was limited to the jump key only, but now modders can use that onTrigger just like they would use a player's onTrigger function, for every trigger you have (jumping, crouching, jetting (the latter still dismounting you from the vehicle)).
All the triggers except jumping (which you could do via the vehicle's onTrigger function) and crouching (not detectable on drivers) were done by packaging the Armor::onTrigger function. While it worked, it should be easier and more understandable now it is under the vehicle's onTrigger function as well.
I also added a new function called onPassengerTrigger for vehicles to use when a passenger presses a trigger.
A client script was and still is needed to fix the crouching key (not for the jump key anymore though, that was a mistake on my part), i did a whole load of tests with different ways to detect if someone was pressing the crouch key in the driver seat, but nothing worked. Trust me.
But this also will be used (soon) to implement some velocity "prediction", which will make the heightcontrol look a bit smoother, especially if there is lag present.
A vague plan is to also add the movement keys to this system (under onMovementTrigger or something similar) to give modders the ability to use those for interesting things as well.
Though this might be a bit too much.

Tl;DR
Users should not notice much change except for the non-static going up now, modders will see an increase in how easy it is to use this mod for their own weird/cool experiments (like submarines... Never expected that....).
Necrobump for progress...

I would also like to ask if anyone is working on helicopters or wants to make some.
I would ask Phydeoux about his military grade helicopters, but you know, i think he disappeared. :C
« Last Edit: June 09, 2017, 06:17:01 PM by lordician »

why not numpad 8 for ascend and numpad 2 for decend

why not numpad 8 for ascend and numpad 2 for decend
They are quite out of the way, i can't imagine it being useful for flying vehicles due to also having to use the mouse.
The jump and crouch key are a bit more useful for this purpose.
Though it is a good point that i did not initially consider.
Most people will find the jump and crouch key a bit more useful and intuitive.
« Last Edit: June 10, 2017, 07:40:28 PM by lordician »