magicjtv Posted October 11, 2019 Posted October 11, 2019 User Interface Under Options/Keymapping/Targeting add the following option: Target By Range true/false Functionality False is the default, indicating targeting works just as it does now. Selecting true causes the tab key to select the nearest enemy when no enemy is selected, and the next-nearest enemy when an enemy is already selected. Robot Woman's Guide To Artificial Intelligence In Mid's Reborn My GoFundMe To Replace Destroyed Dev Box. Please Consider Donating.
Hyperstrike Posted October 11, 2019 Posted October 11, 2019 (edited) You already have Target_Enemy_Near. Simply rebind your tab to /Target_Enemy_Near Alive Also, Target_Enemy_Next (the default) already IS determined by proximity. Near-to-far. Edited October 11, 2019 by Hyperstrike If you want to be godlike, pick anything. If you want to be GOD, pick a TANK!
boggo2300 Posted October 11, 2019 Posted October 11, 2019 2 minutes ago, Hyperstrike said: You already have Target_Enemy_Near. Simply rebind your tab to /Target_Enemy_Near Alive you don't really need the alive, I use it without and it still skips deaduns Mayhem It's my Oeuvre baby!
magicjtv Posted October 11, 2019 Author Posted October 11, 2019 11 minutes ago, Hyperstrike said: You already have Target_Enemy_Near. Simply rebind your tab to /Target_Enemy_Near Alive Also, Target_Enemy_Next (the default) already IS determined by proximity. Near-to-far. Awesome! It should be trivial for the Devs to implement my suggestion using this. This is basic functionality. It shouldn't require players to know the command syntax to accomplish. Robot Woman's Guide To Artificial Intelligence In Mid's Reborn My GoFundMe To Replace Destroyed Dev Box. Please Consider Donating.
boggo2300 Posted October 11, 2019 Posted October 11, 2019 I suggest you never play a Kheldian if thats how you feel, you'll hate it Mayhem It's my Oeuvre baby!
magicjtv Posted October 11, 2019 Author Posted October 11, 2019 14 minutes ago, boggo2300 said: I suggest you never play a Kheldian if thats how you feel, you'll hate it War Shades are one of my favorite ATs. All I'm saying is this is basic functionality. It affects almost everything you do. It shouldn't require knowing command syntax to operate in a sensible manner. Robot Woman's Guide To Artificial Intelligence In Mid's Reborn My GoFundMe To Replace Destroyed Dev Box. Please Consider Donating.
Steampunkette Posted October 11, 2019 Posted October 11, 2019 19 minutes ago, magicjtv said: War Shades are one of my favorite ATs. All I'm saying is this is basic functionality. It affects almost everything you do. It shouldn't require knowing command syntax to operate in a sensible manner. It functions in a sensible manner. You want it to function in a different way. A method exists to make it work how you want it to work so just do that instead of increasing the dev workload on a QoL change that would probably only affect a very small portion of the playerbase. 1
Andrewvm Posted October 11, 2019 Posted October 11, 2019 No need to change anything: just go to options/key mapping and look under targeting. Target enemy near is already there
magicjtv Posted October 11, 2019 Author Posted October 11, 2019 32 minutes ago, Steampunkette said: It functions in a sensible manner. You want it to function in a different way. A method exists to make it work how you want it to work so just do that instead of increasing the dev workload on a QoL change that would probably only affect a very small portion of the playerbase. When I hit tab with no enemy targeted I almost never get the nearest enemy. Sometimes, on open space maps, I get an enemy on the far side of the map. That's not sensible. 3 minutes ago, Andrewvm said: No need to change anything: just go to options/key mapping and look under targeting. Target enemy near is already there Yes. And setting that will make the tab key select the nearest enemy. No matter how many times you hit tab, you'll get the nearest enemy. It never cycles through. Robot Woman's Guide To Artificial Intelligence In Mid's Reborn My GoFundMe To Replace Destroyed Dev Box. Please Consider Donating.
Steampunkette Posted October 11, 2019 Posted October 11, 2019 21 minutes ago, magicjtv said: When I hit tab with no enemy targeted I almost never get the nearest enemy. Sometimes, on open space maps, I get an enemy on the far side of the map. That's not sensible. Yes. And setting that will make the tab key select the nearest enemy. No matter how many times you hit tab, you'll get the nearest enemy. It never cycles through. If you almost never get the nearest enemy when tab-targeting with no enemy selected then there's a Glitch.
magicjtv Posted October 11, 2019 Author Posted October 11, 2019 6 minutes ago, Steampunkette said: If you almost never get the nearest enemy when tab-targeting with no enemy selected then there's a Glitch. If it picks the nearest enemy on Tab for everyone else, why are people setting up key binds to commands to do it? Robot Woman's Guide To Artificial Intelligence In Mid's Reborn My GoFundMe To Replace Destroyed Dev Box. Please Consider Donating.
Steampunkette Posted October 11, 2019 Posted October 11, 2019 Just now, magicjtv said: If it picks the nearest enemy on Tab for everyone else, why are people setting up key binds to commands to do it? Using the keybind makes it always jump to the closest target, rather than cycling to the farthest. Target_Enemy_Next goes from Near to Far based on your current target, even defeated targets. Target_Enemy_Near targets the nearest enemy. Invariably. You're targeting a dude on you and hit tab with Near instead of Next? Nothing happens. You're already targeting the nearest enemy. It doesn't cycle. It doesn't progress up the chain. It's "Whoever is closest" Pretty much useful only to Melee Characters.
magicjtv Posted October 11, 2019 Author Posted October 11, 2019 (edited) 6 minutes ago, Steampunkette said: Using the keybind makes it always jump to the closest target, rather than cycling to the farthest. Target_Enemy_Next goes from Near to Far based on your current target, even defeated targets. Target_Enemy_Near targets the nearest enemy. Invariably. You're targeting a dude on you and hit tab with Near instead of Next? Nothing happens. You're already targeting the nearest enemy. It doesn't cycle. It doesn't progress up the chain. It's "Whoever is closest" Pretty much useful only to Melee Characters. So are you familiar with how the default tab algorithm works? Is there something I can look for to see if I'm doing it wrong? What I want from the tab key is when no enemy is selected, use the Target_Enemy_Near functionality. When there's already an enemy selected use Target_Enemy_Next. Edited October 11, 2019 by magicjtv Robot Woman's Guide To Artificial Intelligence In Mid's Reborn My GoFundMe To Replace Destroyed Dev Box. Please Consider Donating.
Steampunkette Posted October 11, 2019 Posted October 11, 2019 13 minutes ago, magicjtv said: So are you familiar with how the default tab algorithm works? Is there something I can look for to see if I'm doing it wrong? What I want from the tab key is when no enemy is selected, use the Target_Enemy_Near functionality. When there's already an enemy selected use Target_Enemy_Next. That's how it works by default. If it's not functioning that way, for you, it's a glitch.
magicjtv Posted October 11, 2019 Author Posted October 11, 2019 7 minutes ago, Steampunkette said: That's how it works by default. If it's not functioning that way, for you, it's a glitch. Well, there's a glitch. The way it works for me is so bad I've often thought about leaving the game. I'm not familiar with setting up commands. Is there a way I can write something like this: if (NO_ENEMY_SELECTED) Target_Enemy_Near else Target_Enemy_Next Robot Woman's Guide To Artificial Intelligence In Mid's Reborn My GoFundMe To Replace Destroyed Dev Box. Please Consider Donating.
Steampunkette Posted October 11, 2019 Posted October 11, 2019 14 minutes ago, magicjtv said: Well, there's a glitch. The way it works for me is so bad I've often thought about leaving the game. I'm not familiar with setting up commands. Is there a way I can write something like this: if (NO_ENEMY_SELECTED) Target_Enemy_Near else Target_Enemy_Next No. The macro/keybind methodology follows a very strict setup. What you -could- do, though is bind ` with "Near" and leave Tab with "Next" Then just always ` target first and tab-target after you've got the one you want. Me? I typically mouse-select my first target, then tab-target from there. I don't always want the closest or the farthest, often I go for middle of the pack. But that's just me.
Hyperstrike Posted October 11, 2019 Posted October 11, 2019 3 hours ago, magicjtv said: Awesome! It should be trivial for the Devs to implement my suggestion using this. This is basic functionality. It shouldn't require players to know the command syntax to accomplish. Why should they re-implement functionality that's already in the game and under user control? If you want to be godlike, pick anything. If you want to be GOD, pick a TANK!
Hyperstrike Posted October 11, 2019 Posted October 11, 2019 1 hour ago, magicjtv said: So are you familiar with how the default tab algorithm works? Is there something I can look for to see if I'm doing it wrong? What I want from the tab key is when no enemy is selected, use the Target_Enemy_Near functionality. When there's already an enemy selected use Target_Enemy_Next. Then leave TAB as NEAR and map ALT+TAB as NEXT. If you want to be godlike, pick anything. If you want to be GOD, pick a TANK!
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