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04-04-2006, 03:44 PM #31
Re: Player Tags
If you're going to try this, could it be based on range? A person is apt to recognize friend or foe almost instantly if they're within about, say, 15 feet. A quick glance is all it takes. Beyond that distance, it takes a little concentration to recognize a person, which equates to time. Could a person further away have a tag that pops up more slowly? Something like:
Zero to 15 feet = instant
15 feet to 45 feet = 0.75 seconds
45 feet to maximum tag range = 1.5 seconds
This is more for explanatory purposes, but these distances may work. I'm more interested in what you guys think of the idea in general.
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04-04-2006, 04:35 PM #32
Re: Player Tags
yeah, good thinking...makes a lot of sense, and should help a lot.

|TG-12th|WhiskeySix
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04-04-2006, 07:58 PM #33
Re: Player Tags
Good idea Strag, but I don't think close proximity should equal instant recognition. The purpose of the tags was to help communications by providing the names of nearby friendlies. The tags shouldn't be a substitute for friend/foe recognition. Sudden close encounters with the enemy do occur and the name tag shouldn't influence who wins that encounter. A minimum of .5 second delay should occur before name tags appear.
I've had a chance to look at the related scripts and the original name tag code had a .5 second delay on name tag appearance when you had a player in your sights, so a .5 second delay for nearby friendlies would probably work out ok.
Tze, if you want some help with the mutators, feel free to PM me. Keep in mind I only started learning unreal script yesterday.
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04-04-2006, 08:39 PM #34
Re: Player Tags
That sounds good to me, Fish. I just wanted to use some numbers to try to convey the idea of the tag delay being based on distance, to see what you guys thought.
And if you'd want to help out with mutators, that'd be great!
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04-04-2006, 08:49 PM #35
Re: Player Tags
Agreed. The desire for tags isn't to recognize friend from foe.... it's to recognize the name of a friend within range.
Originally Posted by FriedFish
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04-04-2006, 08:59 PM #36
Re: Player Tags
I also agree.
Originally Posted by asch

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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04-05-2006, 02:13 AM #37
- Join Date
- Feb 2006
- Location
- Oklahoma City, OK
- Age
- 32
- Posts
- 998
Re: Player Tags
Ugh, what a long night. This was such a pain in the, well, you know. First of all, the .5 second delay in the core code doesn't even work correctly. It does the following:
Syncs NameTime with LevelTime if it's a new target or more than .5 seconds have elapsed.
Shows the name tag if LevelTime - NameTime < 1.0 - Duh! It's always less than 1.0; it won't ever be more than .5
How I coded my delay:
If you don't have line of sight to the player or they aren't in front of you, set the NameTime = LevelTime.
If you do have line of sight to the player and they are in front of you, don't update NameTime.
Show tags where LevelTime - NameTime = (seconds needed before tag shows)
The seconds needed are based upon distance, I figured the easiest way to do it would be to divide the total distance into thirds and set the tag times to values that grow exponentially based on distance. This is what I came up with:
Hopefully it works, I'm going to put it on the server tonight.if (distance > (intFriendlyTagsCloseDistance * 0.667)){
CloseTagWaitTime = 2.0;
} else if (distance > (intFriendlyTagsCloseDistance * 0.334)){
CloseTagWaitTime = 1.0;
} else {
CloseTagWaitTime = 0.5;
}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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04-05-2006, 02:21 AM #38
Re: Player Tags
I must spread my rep around. Excellent work!
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04-05-2006, 10:06 AM #39
Re: Player Tags
Amazing work, Tze. Tripwire should consider hiring you, IMO.
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04-05-2006, 10:40 AM #40
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04-05-2006, 10:48 AM #41
- Join Date
- Feb 2006
- Location
- Oklahoma City, OK
- Age
- 32
- Posts
- 998
Re: Player Tags
I don't think Tripwire makes enough money to pay all their own developers, let alone me.
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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