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@DESTROYGIRL DESTROYGIRL commented Jun 26, 2025

Description

Gamemode where players must hold control of a mech to win
neoAssets >>> NeotokyoRebuild/neoAssets#68 <<<

Toolchain

  • Windows MSVC VS2022

@DESTROYGIRL DESTROYGIRL added this to the Continued Development milestone Jun 26, 2025
@DESTROYGIRL DESTROYGIRL added the Enhancement New feature or request label Jun 26, 2025
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image

@DESTROYGIRL DESTROYGIRL added the Current WIP Currently working on it label Jun 28, 2025
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I notice there is a problem where the juggernaut struggles to step up into tight spaces where its bounding box is small enough to let it fit in there, requiring a jump forward move instead

This is more of a map design thing. CTG maps aren't made to accomidate the big boy. In the JGR maps the spaces are smoothed out to avoid situations like this

@AdamTadeusz
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well the doorway is more than large enough for the jug to fit so ideally the jug should fit

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O I misunderstood sorry. Same thing though I've just been avoiding small bumps like that or making them have no collision

@DESTROYGIRL
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If you have a juggernaut specific solution we could include it here

@AdamTadeusz
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I'm assuming you're not supposed to be able to pick the ghost up by walking over it in a juggernaut, but you can still pick it up with the use key.
image

proabbly a case of editing CNEO_Player::Weapon_CanSwitchTo to return false if player class is JGR, assuming that doesn't break the initial weapon switch to the balc

@DESTROYGIRL
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proabbly a case of editing CNEO_Player::Weapon_CanSwitchTo to return false if player class is JGR, assuming that doesn't break the initial weapon switch to the balc

Where is the unique +use pick up functionality handled? I'd prefer if we can test against CanBePickedUpByClass() on the weapon itself

@AdamTadeusz
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proabbly a case of editing CNEO_Player::Weapon_CanSwitchTo to return false if player class is JGR, assuming that doesn't break the initial weapon switch to the balc

Where is the unique +use pick up functionality handled? I'd prefer if we can test against CanBePickedUpByClass() on the weapon itself

well CanBePickedUpByClass doesn't get called in CHL2_Player::PlayerUse but you can add it in there too probably, especially if its a method unique to neoplayer as that is least likely to break anything

image

@DESTROYGIRL
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@AdamTadeusz I decided to move the bit that handles the weapon +use switch in CHL2_Player::PlayerUse to CNEOBaseCombatWeapon::Use instead because that gets called on our weapons anyway and it makes more sense to me to handle it in one continuity. Good idea?

the commit before this fixes getting stuck holding use on the jgr
@AdamTadeusz
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This seems like a neater solution than what it was originally. make sure you remove the ifdefs NEO and ifndef NEOs that are now redundant.

Only thing that worries me is that now we're bumping and trying to pickup a weapon that we potentially previously equipped, but that doesn't seem to be the problem with the only weapon that currently can be used, i.e the ghost. Also funny things happen if you comment some of the code out and also enable hl2mp_allow_pickup

untitled.mp4

@DESTROYGIRL DESTROYGIRL merged commit d2b54b5 into NeotokyoRebuild:master Sep 1, 2025
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@DESTROYGIRL DESTROYGIRL deleted the juggernaut_gamemode branch September 20, 2025 11:25
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Changes in neoAssets This PR depends on changes in the neoAssets repository. The relevant PR should be in the description Enhancement New feature or request JGR Related to the Juggernaut gamemode.

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3 participants