Sentry radii and all other bullet paths and other radii ro not show in my plugin unless they are on screen with you, never before.
Aside from if it's your own sentry, that is.
As for this now that I'm not at work:
>It's never telling you where your shots will hit at any moment until you've fired, at which point they are out of your control anyways.
This is still something which aids other judgment which someone would have to intuit themselves in order to be able to make that other judgment. Oh, shit, my last shot's not going to hit! I better book it!
Oh no, it shows you a second at best ahead which you could already interpret to begin with.
In fact, even before I fire a shot, I can pretty decently tell whether or not a shot will hit now, at least from the scattergun, this merely sped up that learning process for me.
>There is no point in time that I give info to a player when they couldn't see an object to begin with, I believe the only exception I made to this is your own sentry as an engineer, since it is a static point.
There is no way for me to have known this, and regardless the main point still stands: you *are* directly showing things to people which they wouldn't otherwise be shown, which they would have to track on their own normally, etc. It's just like showing offscreen players. You can assume they're there, but you have to make judgments about it, like where what players are going to be. They follow patterns just like how the radiuses are consistent. It's just like making a plugin that shows you where a cloaked spy could have gone after they became fully invisible. Who needs judgment for how far away in what distances they could've gone and how likely they are to be in different places? It's mathematically determined, so it's totally okay to show! /s
A damage indicator directly shows you how much damage you have dealt, which otherwise wouldn't have been shown, which they would've had to track on their own normally, ect. And you still have to make judgements even with all this revealed info, at no point does the plugin take over and say "Hey you need to jump NOW, lemme do that for you." Sentries are still difficult to take down if they are well placed, and rockets, bullets, ect. can still be difficult to dodge if they're well aimed.
>Tell me how knowing when you hit someone offscreen via a ding-a-ling and knowing that you removed almost half their health is more 'okay'?
For one, there's no way to tell how much damage you did via dingaling. For two, there's no way to tell *where* offscreen you hit someone. For three, it's something entirely of your own effort and this behavior is consistent with TF2 and Quake and many many others. Just because it's "better" than vanilla doesn't mean it's not okay, because it's something that we want in vanilla in the first place but haven't done because we can't do it *properly*. It's entirely intended behavior.
On point two: There are two kinds of shots you can make, a straight shot for 3/10 classes, or an arced shot for the rest. Assuming you know anything about your class's range and bullet arc, you know where someone was when they got hit. The only one you can't know as easily is the sniper's shot, due to the fact that it's instantaneous.
On point three: Dodging, again, is still entirely of your own effort, just as aiming that shot was. That is if you even aimed the shot and didn't just get lucky with a missed rocket.
And it's god damn
easier to make a hit indicator in GG2's source compared to making a plugin for it, so don't give me that "we can't do it properly", no one's just gotten up and done it.
How is it game breaking?
It shows the following things:
Radii of sentries, when they are on screen
Radii of rockets, when they are on screen
Radii of stickies, when they are on screen
The min/max spread of your weapon
Whether there is an obstacle between you and what you're aiming at (And I mean obstacle, players do not count in this case)
And the paths of bullets, when they are on screen
All of this you can interpolate yourself, just as you can with the amount of damage you are dealing.
This just makes it easier and allows you to focus on the game.
this is like wallhacks for a 2d sidescroller
Incorrect, wallhacks give you information you couldn't possibly ever know until you went around that wall, but the information still needs to be sent to your computer so that way there's no de-sync or other such happenings.
This gives you information you roughly learn normally, and allows you to fine tune that information to a point, rather than a hazy "I think I'm out of range"
Sentry radius for opponents: You can see upcoming sentries without actually getting in range and taking some damage. Not something you can predict consistently unless playing ctf/koth. This doesn't even give you the blind spot though.
Incorrect. The sentry radius is actually slightly smaller than the size of the screen, so even when a sentry is on screen and has a clear line of sight to you, it is not guaranteed to be shooting at you, it just
probably is because you ran into it. And as I've said for the third time now, as long as the sentry is off-screen you can NOT see it's radius UNLESS it's your own sentry.
That blast radius indicator: completely useless to the soldier. Useful to the victim if you can't see rockets for some reason. Also lets you see them about a millisecond earlier. Guaranteed to clog up the screen when you meet a few pub spammers. And outside a few pixels from the explosion the damage dealt would be insignificant. Why you would use this I have no idea.
Personally, disagree to the first part, and here's why: If a soldier knows the splash radius on their rocket, they know roughly how much they can "miss" by and still deal some damage.
As for the second part, it is a bit of an information overload when multiple soldiers, sentries, and bullets are flying. I have no problem with it however.
Scattergun sightline: Neither accurate nor useful. Not worth the time spent coding it.
I need to modify it to account for your momentum, would likely become more helpful then.
Question: If I make a spritemod where the sniper rifle is a 2000px penis, does that count as a hack?
Personally, I say yes, because then it would (likely) extend 2.5 screen-lengths, when you can only see a sniper from one screen-length, or two if you are a scoped sniper yourself.