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Side stepping?

Punkazz189

Landlubber
This may have already been covered but when "side stepping" your character will clip through the landscape and walls. Was this intended? OR, was this just a highly convinient bug?
 
When sidestepping, there is no "object collision", so you can move through whatever you want. I would recommend staying where you are supposed to be able to walk though. Makes for a far more realistic gaming experience. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Yeah, but it makes it much easier since your crew always seems to block you in hallways and during fights. I usually pull a Casper and walk through the walls to avoid them rather than sitting there for a few more seconds while they sloowwly move out of my way.
 
We should include one important improvement for the sidestepping feature:

While blocking in a fight you cannot walk forward or backward, but you CAN sidestep. This is very crazy.

We should change it, so that while you are blocking you cannot sidestep anymore.

As an old half-life modder with an average experience in C/C++ coding, I will take a look at the code for that.
It should be quite simple, but I will have to make myself confident with the code first.
If anyone else, who is already familiar with the code, would like to do it, then please reply to this post.

Code ho, Captain!
 
The code for sidestepping is in seadogs.c (search for "sidestep" in that file). You should add some sort of if() that checks if you are blocking or not. I don't know what if() you should use though. Search Loc_ai\LAi_events.c or Loc_ai\LAi_fightparams.c for "block" to see the blocking code to give you a possible clue.
 
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