Low Counter-Strike 3 quality of life tech fixes

bliq

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Joined
Mar 26, 2022
Messages
196
1. Make it so during no-scope special day the accuracy is not changed when in the air. There is no point of having lowgrav if you aren't accurate in the air. EZ fix.
2. Make it so when you do !chicken or !ball, it places the ball or chicken where you are looking, not where you are standing. This increases safety of the warden.
3. People are still dead the next round after using the bomb right before round ends. I don't know if this is an easy bug to fix, but it still happens.
 
Upvote 1
1. I personally disagree. There is definitely a skill aspect to having low gravity and being able to strafe. I think keeping the accuracy how it is would be best. You can either stay on the ground and appreciate the higher accuracy, or jump in the air and appreciate improved movement whilst suffering decreased accuracy.

2. We still don't have raycasting (thanks Valve), but a solution I thought of was giving the warden access to the same system we have for teleporting with the css_saveloc command. Basically the warden would stand where they want the chicken / ball to spawn, type /saveloc, and then whenever they did /chicken or /soccer, the entity would appear at the saved location. If the warden didn't have a saved location that round then it would spawn at their feet.

There is also an argument to be made about the warden having to be intentionally cautious about their positioning of themselves while using this command. Though, I agree how it is currently is fairly restrictive and too risky for most scenarios (specifically for !chicken).

3. This is a funny bug and I agree it should be fixed eventually, but it's easily avoidable, kinda funny, and is not a priority.
 
1. I personally disagree. There is definitely a skill aspect to having low gravity and being able to strafe. I think keeping the accuracy how it is would be best. You can either stay on the ground and appreciate the higher accuracy, or jump in the air and appreciate improved movement whilst suffering decreased accuracy.

2. We still don't have raycasting (thanks Valve), but a solution I thought of was giving the warden access to the same system we have for teleporting with the css_saveloc command. Basically the warden would stand where they want the chicken / ball to spawn, type /saveloc, and then whenever they did /chicken or /soccer, the entity would appear at the saved location. If the warden didn't have a saved location that round then it would spawn at their feet.

There is also an argument to be made about the warden having to be intentionally cautious about their positioning of themselves while using this command. Though, I agree how it is currently is fairly restrictive and too risky for most scenarios (specifically for !chicken).

3. This is a funny bug and I agree it should be fixed eventually, but it's easily avoidable, kinda funny, and is not a priority.
1. I disagree with your disagreement. It takes much more skill to shoot and strafe accurately in the air than to just strafe around. allowing air accuracy would encourage more jumping and strafing around. At the moment the meta is to not jump in the air.

2. heard. (chicken roulette almost impossible with a lot of people. 😢)
3. heard.
 
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1. I personally disagree. There is definitely a skill aspect to having low gravity and being able to strafe. I think keeping the accuracy how it is would be best. You can either stay on the ground and appreciate the higher accuracy, or jump in the air and appreciate improved movement whilst suffering decreased accuracy.

2. We still don't have raycasting (thanks Valve), but a solution I thought of was giving the warden access to the same system we have for teleporting with the css_saveloc command. Basically the warden would stand where they want the chicken / ball to spawn, type /saveloc, and then whenever they did /chicken or /soccer, the entity would appear at the saved location. If the warden didn't have a saved location that round then it would spawn at their feet.

There is also an argument to be made about the warden having to be intentionally cautious about their positioning of themselves while using this command. Though, I agree how it is currently is fairly restrictive and too risky for most scenarios (specifically for !chicken).

3. This is a funny bug and I agree it should be fixed eventually, but it's easily avoidable, kinda funny, and is not a priority.
Does the line drawing not use raycast?
 
Does the line drawing not use raycast?
It does not, as otherwise you would be able to draw on the walls.

Line drawing uses trigonometry based on the assumption that the floor is at the same elevation of the player. Technically the same approach can be used for these types of commands, but ideally a more permanent solution would be done to avoid having to re-address this.
 
It does not, as otherwise you would be able to draw on the walls.

Line drawing uses trigonometry based on the assumption that the floor is at the same elevation of the player. Technically the same approach can be used for these types of commands, but ideally a more permanent solution would be done to avoid having to re-address this.
blud is doin math outside of school 💀💀
 
1. I disagree with your disagreement. It takes much more skill to shoot and strafe accurately in the air than to just strafe around. allowing air accuracy would encourage more jumping and strafing around. At the moment the meta is to not jump in the air.

2. heard. (chicken roulette almost impossible with a lot of people. 😢)
3. heard.
Jokes aside are you down to take a community vote on bullet spread in air?
 
bliq bliq sure, make a thread and/or poll on discord and if it gets > 60% votes to change it I'll update it (assuming CS LE don't veto).
 
blud is doin math outside of school 💀💀
oh you dont even fucking know the half of it

1 i think should be put to a vote, 2 and 3.. well is just how it is until we get some improvements upstream (or until we think its annoying enough for 3)
 
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"just"

C#:
private Vector? findFloorIntersection(CCSPlayerController player) {
  if (player.Pawn.Value == null || player.PlayerPawn.Value == null)
    return null;
  var pawn       = player.Pawn.Value;
  var playerPawn = player.PlayerPawn.Value;
  if (pawn == null || !pawn.IsValid || !playerPawn.IsValid
    || pawn.CameraServices == null)
    return null;
  if (pawn.AbsOrigin == null) return null;

  var camera = pawn.CameraServices;
  var cameraOrigin = new Vector(pawn.AbsOrigin!.X, pawn.AbsOrigin!.Y,
    pawn.AbsOrigin!.Z + camera.OldPlayerViewOffsetZ);
  var eyeAngle = player.PlayerPawn.Value.EyeAngles;

  var pitch = Math.PI / 180 * eyeAngle.X;
  var yaw   = Math.PI / 180 * eyeAngle.Y;

  // get direction vector from angles
  var eyeVector = new Vector((float)(Math.Cos(yaw) * Math.Cos(pitch)),
    (float)(Math.Sin(yaw) * Math.Cos(pitch)), (float)-Math.Sin(pitch));

  return findFloorIntersection(cameraOrigin, eyeVector,
    new Vector(eyeAngle.X, eyeAngle.Y, eyeAngle.Z), pawn.AbsOrigin.Z);
}

private Vector? findFloorIntersection(Vector start, Vector worldAngles,
  Vector rotationAngles, float z) {
  var pitch =
    rotationAngles
     .X; // 90 = straight down, -90 = straight up, 0 = straight ahead
  // normalize so 0 = straight down, 180 = straight up, 90 = straight ahead
  pitch = 90 - pitch;
  if (pitch >= 90) return null;

  // var angleA = ToRadians(90);
  var sideB  = start.Z - z;
  var angleC = toRadians(pitch);


  var angleB = 180 - 90 - pitch;
  var sideA = sideB * MathF.Sin(toRadians(90)) / MathF.Sin(toRadians(angleB));
  var sideC = MathF.Sqrt(sideB * sideB + sideA * sideA
    - 2 * sideB * sideA * MathF.Cos(angleC));

  var destination = start.Clone();
  destination.X += worldAngles.X * sideC;
  destination.Y += worldAngles.Y * sideC;
  destination.Z =  z;
  return destination;
}
 
I would be down to try the first suggestion, but I think it would be better without it. It's been that way forever and nobody has ever complained about it. The point of lowgrav isnt to be accurate while shooting, its to just strafe around and dodge bullets or to get into different spots of the map.
 
I would be down to try the first suggestion, but I think it would be better without it. It's been that way forever and nobody has ever complained about it. The point of lowgrav isnt to be accurate while shooting, its to just strafe around and dodge bullets or to get into different spots of the map.
real, kinda beckons the question though - do we want to turn a 'luck' based game into purely skill
 
real, kinda beckons the question though - do we want to turn a 'luck' based game into purely skill
I'd argue that noscoping with a scout takes more skill than luck unless shooting in the air with bullet spread on, but nobody is winning playing like that.
 
bliq bliq if we wanted to be purely skill based we'd remove most of our gameplay elements.
 
bliq bliq if we wanted to be purely skill based we'd remove most of our gameplay elements.
It currently is skill based. The skill is staying on the ground and shooting. Those are the people that win.
 
I personally do not mind no-scope staying the same or changing to being perfectly accurate while in air. Seeing as MS would be doing the work, I will leave the decision to him.
 

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