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Third person overhaul?

Taliazure

Radio Bob Approved
Joined
Oct 17, 2021
Messages
456
I feel that some people would desire a better or different third person, i have seen bugs and experience bugs in the third person that we use. Bugs that restricted people from being able to run trough a door or a hole, where they instead simply stopped and started spinning around like crazy.
Some time ago i found this mod that i liked a lot, the way it behaves with your character feels just right. I decided to test it and it felt right, you didn't stop and started spinning around in place when passing doors, instead your character looks at the door and then just walks right in.

What do you guys think?
And what do the devs think?
Would this be a better option?

[EDIT] There is also a bind to switch shoulders. This mod reminds me a lot of the dead space 2.
 
How does it work with hands equipped / nothing equipped? And can you disable that terrible motion blur? Can you adjust the position of the camera? So that it is not hovering above the right shoulder - but centered for example.

Btw... can we get that prone mod that's pretty nifty
 
Looks good. Anything is better than the third-person we use nowadays, which loves to send you into random directions from time to time.
 
third person is great everyone else is insane
 
I'll need to check if this already exists, but I'll tag @Aspect™ just to be sure. He can answer it better than I can at this rate for third person.
 
I'll need to check if this already exists, but I'll tag @Aspect™ just to be sure. He can answer it better than I can at this rate for third person.
It's a different third-person system. I personally don't think the current one has that many issues to make this a needed change, but others may disagree.
 
It's a different third-person system. I personally don't think the current one has that many issues to make this a needed change, but others may disagree.
I think the current third-person system is fine, other than the spinning around wildly while walking through doors/forcefields or under stuff bug that tends to happen, but we can just switch back to first person for that
 
I've been curious about this for some time so I've decided to do a bit of digging myself to figure this issue out.

Here is what I know, to those who are interested:

This is an issue with the public Helix Thirdperson plugin which is what we are using.

The problem is related to the way that the plugin calculates and sets eye angles on the 'local player' (aka, your character that you see in third person). The plugin has to set them because, despite the camera being above your local player's shoulder, the input of your mouse only rotates on the axis of your local player (64 HUs above the ground, regardless of player model size).

Think about when you go into sandbox and spawn a camera and switch your view to it. When you move your mouse, your player rotates but not the camera. If you were to set the camera to rotate around the same axis, then your camera would not be pointed at the same thing as what source considers to be your 'eye angle'.

Example:
Untitled Diagram.drawio(3).png

The fix for this is actually pretty simple. Cast out a ray from the camera to see what it hits (aka: what your crosshair is on in third person) then rotate the player eye angles to be pointed at that point in space.

Example:
relativeeyeangle.png

This rotation only happens when you're 'moving'. The plugin calculates this by checking what button you're pressing AND checking that you have a velocity in any direction greater than 10 HU/s.

So, when you're not moving, your local player is no longer rotated along a shared point in space. This is why you can move your camera around when you're sitting still your character stays still, but when you begin to move again your character 'snaps' to the direction your thirdperson camera is pointed in.

This is where the issue happens.

SOMETIMES when you walk through a door your character collides with the door frame. This causes your velocity to decrease as your character drags against the brush, and the plugin then no longer rotates your character relative to where your camera is looking. After a few frames your velocity goes back over 10/hu, which causes your character to instantly rotate to match the hitpos of your crosshair (which is the door frame), which causes your character to collide with the doorframe again and have their rotation reset. The cycle will repeat until you rotate your camera to be aligned on the axis of the door frame, you get lucky and your character rotates just enough to get through, or you go into first person.


spininplaceex.png
The fix in this case would be to add padding to when it switches from one mode to the other
 
I feel that some people would desire a better or different third person, i have seen bugs and experience bugs in the third person that we use. Bugs that restricted people from being able to run trough a door or a hole, where they instead simply stopped and started spinning around like crazy.
Some time ago i found this mod that i liked a lot, the way it behaves with your character feels just right. I decided to test it and it felt right, you didn't stop and started spinning around in place when passing doors, instead your character looks at the door and then just walks right in.

What do you guys think?
And what do the devs think?
Would this be a better option?
Other than the 'rotating in place' bug which I've now explained, there are a few more points here to break down.

We can't just drop in a third person plugin from the workshop, it would break a lot of things. So, 'Enhanced ThirdPerson' isn't exactly an option as we would have to tear it apart and rewrite it to work with Helix. It has to be written specifically for Helix because of several obtuse reasons. I know it sucks but, its a tower of duct tape anyway.

However, there are a few features that we could take some inspiration from.

  1. Motion blur
    1. This can be added, but motion blur (specifically source's shitty decade old motion blur) makes some people (including me) feel sick.
  2. Bounce
    1. Linear damping during sudden movement changes (such as going from strafing left to right)
    2. Recoil
    3. Footsteps
  3. Bind to switch shoulders
  4. A third person HUD clamped to the gun itself in 3D space
These features are cool, I can certainly agree on that. Some of them would be pretty easy to implement too (such as the bind on shoulder swapping).

However, at the end of the day, this is a server that is focused on immersion and roleplay over combat 'feel'. We have to focus on the roleplay and immersion experiences first before we can focus on combat features. So I imagine this would rank low on the priority queue (which is currently packed full).

Anyway, in general, lets try to pivot this towards specific features rather than using the addon as a whole, because thats something we can't do.
 
Declined-ish

We've sinced adjusted the thirdperson settings and made it more immersive
 
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