"Walk around" bind?


Dechs Kaison

 

Posted

Speaking of binds, can anyone help me with this one? Let me explain:

I need a bind which will allow me to walk (that's Walk) around a targeted character (friendly or neutral, obviously) in a continuous circle that my character can do automatically. This means doing this by hand by walking and turning manually is not an option. I do actually have a bind for this, which goes something like this:

/bind ctrl+q "++left$$follow"

When executed while Walk is on and I am near my target, this will cause my character to walk around said target in a clockwise direction. The problem is that, for reasons unknown, this is not a stable path. It starts out looking good, but my character walks an ever-expanding circle (or rather, a spiral) which brings said character farther and farther away from the intended target and into surrounding props. I CAN correct this, but the point is for me to not have to, because I want to leave this on when I go AFK, say, and if I left this walk for 15 minutes my character would be doing a turning radius the size of Texas.

Now, I've tried this alternative:

/bind ctrl+q "++left$$++forward$$follow" which does produce a neat, tidy, consistent circle around the target, but it does so at the cost of corrupting the visual appeal of the action. With the former bind, the character walks around facing forward in the direction of motion. With this bind, the character basically "slides around" the target, walking into it and looking unappealing. If I could go, say, much more left than forward, then it would work, but I've no means of defining "amount" of motion in any direction.

I've tried using /playerturn, but that's a single-shot command that turns the player to the camera once and only once per activation. I've tried using /turnleft 1, but this doesn't just turn my character, it turns my camera even with Free Camera enabled, and it makes me dizzy. Right now, I'm completely out of ideas on this.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Frankly I'd be happy enough with myself that you've managed to trick out the bind system to get it to do something even remotely close to what you want. Getting a bind to preform (relatively) complex character motion automatically is definitely venturing into territory the Devs never intended the bind system to allow. The Devs intentionally gimped the capabilities of the bind system in order to prevent anyone from easily boting and/or exploiting the game. For all we know the "spiraling" effect you are seeing is itself a subtle anti-exploit measure.

I suspect the only way you'll ever get your binds to do anything closer to what you want you're going to have to stumble over some kind of weird emote interaction/side-effect that won't be clearly obvious. If you do manage it I think your "solution" would most likely be worthy of a Bug Hunter badge, assuming you let the Devs know what you figured out.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
Have you tried going into the options looking for a "keyboard turn speed" adjustment?
I could do that, yes, but the problem is that turnleft and turnright (the two rotation commands) also control camera orientation, which is to say you cannot rotate your character left while holding the camera still. Thus, this is inapplicable for my purposes, one of which is to have a fetching lady walk around a team-made during pauses in the action, basically as a joke. I'd like to be able to see the action as it occurs without suffering eyestrain from the constant fast rotation. And, to boot, turnleft and turnright override camrotate, meaning I can't even use that to stabilise my camera.

In essence, it feels like turnleft and turnright rotate my entire character's basis off which camera position is defined, so while I CAN turn the camera independent of the character, it's always static to that character and rotates "around the world." And it's really unpleasant to look at.

Quote:
Originally Posted by Lothic View Post
Frankly I'd be happy enough with myself that you've managed to trick out the bind system to get it to do something even remotely close to what you want. Getting a bind to preform (relatively) complex character motion automatically is definitely venturing into territory the Devs never intended the bind system to allow. The Devs intentionally gimped the capabilities of the bind system in order to prevent anyone from easily boting and/or exploiting the game. For all we know the "spiraling" effect you are seeing is itself a subtle anti-exploit measure.
I don't believe this is exploitable, and I don't really think the expanding spiral is an anti-bot feature. I think it's something to do with how Walk interacts with the server or some such, because I've been able to get pretty good results with Super Speed and the same bind. I think... I'd have to re-check. Thing is, though, I can always go for my alternate bind which keeps a tight, narrow and even slower circle and get that functionality. It just doesn't look as good.

Basically what this is doing is constantly walking left while constantly keeping the "forward direction" on a specific character, and in essence circle-strafing. Now, if I could adjust the direction of motion to anything between left and forward+left, say, left+left+forward, that would do it, but these are on/off options that don't really mix in any real way.

Imagine my direction of movement is a compass with me facing North. Right now, I have two choices: West or Northwest. What I'm looking for is West by Northwest. If I can achieve that, I think I'll be set.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.