deadbytonight
deadbytonight
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Sheesh, breathe man. just don't step on the birds
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@Orion said:
@powerbats said:
How about this, you keep your 360 fov but the more you turn around the less visible the skillcheck window becomes. Since if you think about it you can turn and look around but the more you twist around to check say behind you, the more distracted you'll be.So looking in say a 90 degree arc you've still got the full window clear as day but say at 120 degrees well you lose a little clarity just slightly because you're slightly distracted.
But if you're looking say 240 degrees the windows gets faded out a bunch because you're so distracted.
That sounds like a pain in the ass to program. The "lock PoV" feature already exists.
Do you program? Cause no it doesn't... lol
The game already can tell when a player is engaged in an action. We know this because you don't get inactivity crows while sitting in the same spot doing an action i.e. repairing a generator. There is most certainly a variable we can get from any player object that would indicate the FOV vector (with 0 degrees being looking straight ahead). Simply check this value during the repairing state and, if it's between certain values, modify the view as necessary.