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Clicking on unseen tiles
#1
If you click on a dark or otherwise obscured tile, your click doesn't register. Sort of a minor issue, but it means you can't fire shots off into shadows and you have to be careful when using a gun not to click on areas you can't see.

This has been a thing since forever and if it isn't too much of a hassle it would be nice to see it fixed.
#2
We wish to cast magic missile at the darkness.
#3
This is a byond thing and it's too much of a hassle.
#4
To be honest if you really want to fire into the dark you can fire in front of you where you can still see in the dark and the projectile with go into the dark.
#5
magic mountain Wrote:This is a byond thing and it's too much of a hassle.
If it helps, /tg/ code doesn't have this problem. You could always poke around there.

KikiMofo Wrote:To be honest if you really want to fire into the dark you can fire in front of you where you can still see in the dark and the projectile with go into the dark.
In total darkness you can only see one tile ahead. You need at least two tiles length in order to fire a projectile (probably to avoid conflictions with pointblanking?)
#6
Mofleaker Wrote:
KikiMofo Wrote:To be honest if you really want to fire into the dark you can fire in front of you where you can still see in the dark and the projectile with go into the dark.
In total darkness you can only see one tile ahead. You need at least two tiles length in order to fire a projectile (probably to avoid conflictions with pointblanking?)
With cateyes trait you can see 2 or 3 ahead of you in the dark. Maybe people who want to shoot in the dark should use that trait. Would kinda make sense.
#7
KikiMofo Wrote:
Mofleaker Wrote:
KikiMofo Wrote:To be honest if you really want to fire into the dark you can fire in front of you where you can still see in the dark and the projectile with go into the dark.
In total darkness you can only see one tile ahead. You need at least two tiles length in order to fire a projectile (probably to avoid conflictions with pointblanking?)
With cateyes trait you can see 2 or 3 ahead of you in the dark. Maybe people who want to shoot in the dark should use that trait. Would kinda make sense.
For an unknown reason I can see 2 tiles in the dark without cat eyes/light source.
#8
Mofleaker Wrote:If it helps, /tg/ code doesn't have this problem. You could always poke around there.
So I'm not sure what the coders' stance is on using code from the opensource codebases, but I figured I'd share the PR that fixed it for convenience's sake:
https://github.com/tgstation/-tg-station/pull/9963
#9
correction: whoops wrong link, here's the proper fix https://github.com/tgstation/-tg-station/pull/10272
#10
KikiMofo Wrote:
Mofleaker Wrote:
KikiMofo Wrote:To be honest if you really want to fire into the dark you can fire in front of you where you can still see in the dark and the projectile with go into the dark.
In total darkness you can only see one tile ahead. You need at least two tiles length in order to fire a projectile (probably to avoid conflictions with pointblanking?)
With cateyes trait you can see 2 or 3 ahead of you in the dark. Maybe people who want to shoot in the dark should use that trait. Would kinda make sense.
Or any one of you could turn on your flashlight on your PDA. That gives you a good range of sight, without even upgrading.
#11
magic mountain Wrote:This is a byond thing and it's too much of a hassle.
What he said, doing this would require you to add something on top of the screen to catch the click, translate the screenpos to a loc and do other things, snowflaky.
#12
Pretty sure you can still shoot in pitch blackness with or without cateyes.

Just aim at that second square away from you or something - in the dark, your accuracy is measured by how well you estimate your shots, not pure vision.
#13
Was once attempted to be fixed, caused you to unload your gun when clicking on a backpack. Sorry.


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