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03-29-2006, 07:00 PM #16
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Re: Player Tags
I need to know quickly how far out a player's tag should be visible without being focused. I tried 800 UU which is about 13m but it seemed awfully short.
The UU conversion rate is not the same as standard UT. In Ostfront:
1 meter = 60.352 UUs.It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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03-29-2006, 07:12 PM #17
Re: Player Tags
Try about 30 meters. I think that would be good.

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03-29-2006, 07:17 PM #18
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Re: Player Tags
That's longer than if you're zoomed. Zoomed is only 1600uu or about 26m.
It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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03-29-2006, 07:19 PM #19
Re: Player Tags
OK try 20 to 25 meters.

TG_Mateo: "Forget freedom, democracy, the blues and New York Pizza: Our lasting contribution to human society is Bourbon."
18th SF Operational Detachment Delta
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03-29-2006, 07:20 PM #20
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Re: Player Tags
We can raise the zoomed if we need to also, it's in the same piece of code.
It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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03-29-2006, 07:40 PM #21
Re: Player Tags
This is great news, I'll be on server 1 tonight to try it out.
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03-29-2006, 07:56 PM #22
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Re: Player Tags
Right now I have it at 25m and 35m zoomed. Playing with bots it seems about right, perhaps a little lenient. Having an issue with 'floating tags' however that's really annoying. For some reason if I look at a bot and see his tag then do a 180, I can sometimes still see his tag.
It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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03-31-2006, 06:55 PM #23
Re: Player Tags
I've got an additional suggestion for the player tag mutator. The tags are there to recognize who is who within a certain distance. There is the side effect that at close range you can easily identify a friendly vs. foe, even in the dark.
So my suggestion would be to put a time delay in before the tag appears. For example, a 3-5 second delay could be long enough to force someone to think before they shoot... yet short enough that you can look at a teammate to get their name. When you look the other direction, you lose the tag... and when the player comes back into view the delay happens again.
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03-31-2006, 08:36 PM #24
Re: Player Tags
I'm also having issues with floating tags, somewhat annoying. Can you code a piggyback mutator do check if they are in line of sight and if not take off the tag?
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04-01-2006, 03:21 PM #25
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Re: Player Tags
I need screenshots Kaine. I had the floating tag issue in a beta test and fixed it by making sure there was line of sight. I haven't gotten it since then.
asch, I thought the whole issue was wanting to see the tags without having to focus on them... I'm confused.
Edit: asch, I don't know if that's going to be possible. I think what you are saying is make sure that the player is in your view for 2 or 3 seconds before displaying their nametag correct? I'll look into this.
Has anyone else had floating name tag issues?
The code does two things, check to make sure the teams match, then checks to make sure the player is in front of you, then checks to make sure you can see their upper body. I did this because the normal location code of a player gives you their feet location and if they were standing behind a rock and you could see thier face but not their feet it wouldn't display their tag.Last edited by fldash; 04-01-2006 at 04:57 PM.
It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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04-01-2006, 09:16 PM #26
Re: Player Tags
Correct. What I was thinking is to avoid players reacting to the player tags and instead use them for name identification. This way a player will know who he's talking to, but if someone comes running around the corner, the tag won't give away friend or foe too fast.
Originally Posted by Tzefanya
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04-01-2006, 11:20 PM #27
Re: Player Tags
But not 3-4 seconds... maybe 1 second delay, alot of people are shoot first, question later. If we did that kind of a delay, it would be little better than the current system. Thats my opinion anyways. It just seems like your mind would "register" friend or foe instantly... so why the delay?
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04-01-2006, 11:45 PM #28
Re: Player Tags
Yes, one second is a LONG time when deciding whether or not someone is a friend or foe....
Originally Posted by Kaine904
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04-01-2006, 11:53 PM #29
Re: Player Tags
I'm not particular about the length of the delay. I just used 3-4 secs as an example.
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04-04-2006, 03:29 PM #30
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Re: Player Tags
asch, I think I have figured out how to do this. I will try it at some point and let you know how it works. My initial thought is 1.5 second delay.
It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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