Proximity sensors ignore walk.

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Derpislav
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Proximity sensors ignore walk.

Post by Derpislav » 22 Jan 2016, 05:57

Summary (a quick, 2-3 sentence summary): Make proximity sensors detect only players on Run/Hunt and ignore Walk/Stalk.

Benefits (How this will benefit the server and game as a whole): Research-made mines won't end up cutting an area off for the entire round. Hiding them will be necessary, otherwise the xeno can just switch to Stalk and carefully walk over it. Also ghetto motion trackers if you switch to walk while holding the sensor.

Details (Description of how you think this would work, the benefits, etc): A very simple and tiny change to make prox sensors viable, nuff said in previous points.

Implementation (Optional, if you have an idea how to implement it): Work the code magic.
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Arachnidnexus
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Re: Proximity sensors ignore walk.

Post by Arachnidnexus » 22 Jan 2016, 06:18

That would actually be nice. I can already imagine a marine triggering a 120/120u K-H2O grenade by not walking and the resulting dchat salt. Delicious.

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coroneljones
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Re: Proximity sensors ignore walk.

Post by coroneljones » 22 Jan 2016, 06:25

+1
Sounds interesting and good
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Derpislav
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Re: Proximity sensors ignore walk.

Post by Derpislav » 11 Feb 2016, 03:39

I've spent a few rounds yesterday making proximity triggered nades. tl;dr they're brutally effective and as brutally prone to causing FF accidents.
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apophis775
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Re: Proximity sensors ignore walk.

Post by apophis775 » 11 Feb 2016, 05:02

That's the drawback.

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KingKire
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Re: Proximity sensors ignore walk.

Post by KingKire » 24 Jul 2016, 04:52

Moving to close thread? or is it still open? +1 if it is.
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Derpislav
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Re: Proximity sensors ignore walk.

Post by Derpislav » 25 Jan 2017, 00:23

Bump, as it would go nicely with recent research changes.
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Swagile
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Re: Proximity sensors ignore walk.

Post by Swagile » 25 Jan 2017, 00:39

Anything to make research more relevant, since its the only thing that can keep up with the tier system of xenos that over time makes xenos REALLY good while marines stick to being a flatline "good" most of the round. This is especially evident on Ice Colony due to its size and z-levels that make long rounds inevitable unless either side is completely garbage.
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Surrealistik
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Re: Proximity sensors ignore walk.

Post by Surrealistik » 25 Jan 2017, 13:00

Better yet they should have two sensitivity settings; high sensitivity = walk will trigger it, whereas walk doesn't on low.
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