Autospeed after drop.

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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cloakblade
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Re: Autospeed after drop.

Post by cloakblade »

This thread explains the basic reasons I hate the J&L sometimes. I can't see how the code would work where you couldn't easily shoehorn the boat speed code to be the same for lift speed code.
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jorb
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Re: Autospeed after drop.

Post by jorb »

Shoehorning is something we try to avoid.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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cloakblade
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Re: Autospeed after drop.

Post by cloakblade »

jorb wrote:Shoehorning is something we try to avoid.
That's a good policy but is the code you are thinking of to implement this that much different?
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jorb
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Re: Autospeed after drop.

Post by jorb »

cloakblade wrote:
jorb wrote:Shoehorning is something we try to avoid.
That's a good policy but is the code you are thinking of to implement this that much different?
Loftar's department really, but I know he has tried to shoehorn this in several times and given up. There are a lot of state changes and strange cases, and I don't think the handling is centralized to any one good place, so my impression has been that he wants to write a saner system for character speed handling rather than load the c0dez up with a bunch of bloat.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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cloakblade
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Re: Autospeed after drop.

Post by cloakblade »

jorb wrote:
cloakblade wrote:
jorb wrote:Shoehorning is something we try to avoid.
That's a good policy but is the code you are thinking of to implement this that much different?
Loftar's department really, but I know he has tried to shoehorn this in several times and given up. There are a lot of state changes and strange cases, and I don't think the handling is centralized to any one good place, so my impression has been that he wants to write a saner system for character speed handling rather than load the c0dez up with a bunch of bloat.
If the idea is to make an overhaul that could allow for more easy to us functions later on I'm good with that. But I'm still sad that I can't have autospeed after drop NOW.
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simimi
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Re: Autospeed after drop.

Post by simimi »

When anything is drop, wait 05 sec, input ctr-R.
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Onionfighter
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Re: Autospeed after drop.

Post by Onionfighter »

Actually, my suggestion would be that the selected speed is what your character tries to reach, and will go as fast as he is capable of, up until that point.
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Jackard
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Re: Autospeed after drop.

Post by Jackard »

this works pretty well in our client owned HEH well see ya scrubs~
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DatOneGuy
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Re: Autospeed after drop.

Post by DatOneGuy »

Jackard wrote:this works pretty well in our client owned HEH well see ya scrubs~
Forever without autospeed.jpg :cry:
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