-
cloakblade
- Posts: 534
- Joined: Fri Feb 18, 2011 10:37 am
Re: Autospeed after drop.
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.
A.K.A. Suddo
-
jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Autospeed after drop.
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
-- Hieromonk Seraphim Rose
-
cloakblade
- Posts: 534
- Joined: Fri Feb 18, 2011 10:37 am
Re: Autospeed after drop.
That's a good policy but is the code you are thinking of to implement this that much different?jorb wrote:Shoehorning is something we try to avoid.
A.K.A. Suddo
-
jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Autospeed after drop.
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.cloakblade wrote:That's a good policy but is the code you are thinking of to implement this that much different?jorb wrote: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
-- Hieromonk Seraphim Rose
-
cloakblade
- Posts: 534
- Joined: Fri Feb 18, 2011 10:37 am
Re: Autospeed after drop.
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.jorb wrote: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.cloakblade wrote:That's a good policy but is the code you are thinking of to implement this that much different?jorb wrote:Shoehorning is something we try to avoid.
-
simimi
- Posts: 447
- Joined: Mon Mar 14, 2011 10:51 pm
Re: Autospeed after drop.
When anything is drop, wait 05 sec, input ctr-R.
-
Onionfighter
- Posts: 2957
- Joined: Sat May 30, 2009 8:45 am
- Location: Mordor
Re: Autospeed after drop.
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.
Cheerleader
-
Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Autospeed after drop.
this works pretty well in our client owned HEH well see ya scrubs~
-
DatOneGuy
- Posts: 5553
- Joined: Sun Apr 18, 2010 7:50 am
- Location: I'm in Miami, trick.
Re: Autospeed after drop.
Forever without autospeed.jpgJackard wrote:this works pretty well in our client owned HEH well see ya scrubs~
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . .Hi. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . .Hi. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .