-
Notifications
You must be signed in to change notification settings - Fork 312
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
HLT(Warden) shake issue, causing slower firerate #3590
Comments
this looks like a signal error with the animation script allowing multiple aim commands simultaneously. Might not be. That's my first impression. |
I was wrong. It's actually due to something in this wall of text: `#define MAX_AIMY1_VELOCITY <9.00> AimWeapon1(heading, pitch)
}` |
@Beherith i checked blame history and looks like you wrote this part of the script 4 years ago. Armada HLT has simple aiming function. What's the purpose of the accelleration thingy? What do you make of the aim jitter that seems to get worse the closer the aim target gets? |
I think I understand what's going on here. The constant acceleration aiming method that is employed here has a little bit of overshooting that's allowed as it turns. So what's going on is the warden is aiming towards the target, overshooting it, now it's facing slightly past it to the left, so the next time it aims it turns the other direction slightly overshooting it, repeat I don't think this usually affects the fire rain except for when it's super super close I remember that there is a certain amount of misalignment that is allowed when returning true in the aim weapon call in |
The solution is to either reduce the amount of overshooting that is allowed, or have a small Dead zone where re-aiming isn't allowed because it is "close enough" |
Description
https://www.twitch.tv/videos/2227792317
Maybe related to its lagginess in turn rate?
Expected Behaviour
No shake
Actual Behaviour
Shake.
Reproduction steps
No response
Other
No response
The text was updated successfully, but these errors were encountered: