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[NEW FEATURE] tachi spawns in the automatic mode #832
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[NEW FEATURE] tachi spawns in the automatic mode #832
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Convar + UI setting to toggle if the player wants it auto or not by default |
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Nothing worse than a tachi left on semi-auto, I would add it in. Also, what marter said. |
https://tenor.com/view/thanos-snap-emoji-crying-gif-22298553 |
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It's a networked entity so that's going to be a little tricky |
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Unpopular NT purist contrarian opinion: the Tachi firemode should default to semi-auto, and you should not be able to switch it at all until the freeze-time ends; this is a skill with timing the wepmode toggle keyboard input tick-perfect without losing your spawn movement inputs. Or if you lack the skill to time it correctly, you risk losing X milliseconds of your perfect spawn timing to make the Tachi full-auto. But realistically I realize I am probably the only person in the entire universe who holds this opinion, so meh, whatever. 😄 |
…tokyoRebuild#914) * (mp -> root dir) Follows upstream 44f8f18cd1fd837c9785cef85500766a6e1a16c0 * ValveSoftware/source-sdk-2013@44f8f18 * Add Team Fortress 2 SDK * Make it work with cmake setup * Add note on `.nut` files * Add renderer info, remove neo_version_info.cpp from git * neo_version_info.cpp is auto generated, shouldnt be here * Initial fixup Windows cmake * fixup md docs to 64-bits, and remove "mp" seperated directory * Fixes MSVC C++20 const strictness errors * Fix button click not working on class/team menu, fix loadout menu crash * remove mp on gamedata dir * Revert the res change that made things more broken * Fix missing corner vgui with 8x... variant * Eventually want to actually scale with res, but for now fixed to 8 * Restore bot_add * Fixing up cibuild.yml * Doc changes, fPIC Linux release-build for vgui_control * resources.zip - only include neo/* * Use `m_HL2Local.m_bNewSprinting` instead of `m_fIsSprinting` * Movement is getting there a bit, although non-sprint seems slow? * Move up `HandleSpeedChanges` func to NT player class * Default back to "legacy" swaying * NeoUI root - Borderless window and steam networking * Append x64/linux64 directory so it can be properly loaded in * cmake - Don't need 32-bit location of bin, only 64-bit location * Add reference to TF2-SDK commit * cl_pdump working, fix view jittering * ducked prediction error * Fully fixup and reapply Tonysergi's animation changes * Revert the odd workaround * Revert to old way of sprint to fix jitter, fix assault aux drain * Remove protobuf, only used by tf * cleanup TF and files we don't use * nvim :retab the CMakeLists.txt * Fix silent crouching step sound * particle cull radius initialisation problem fix * Reapply/fixup-merge of NTRE's ladder assert workaround * "CONTRIBUTING" is actually upstream/valve's, remove it * Remove all vpc files * Remove src/game/server/tf * Delete src/game/shared/econ, code review fixups Authored-by: nullsystem <15316579+nullsystem@users.noreply.github.com> --------- Co-authored-by: Autumn Ashton <misyl@froggi.es> Co-authored-by: AdamTadeusz <adam.tomaszewski@hotmail.co.uk>
Description
Not parity, thoughts?