Linked game control: "move"

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MeteorSwarm
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Linked game control: "move"

Post by MeteorSwarm »

There is no linked game control for when a player moves their character with an analog stick. This leaves the only possible way to check if a player starts moving being defines.events.on_player_changed_position, which is less performant than a single event that runs when the player starts walking, as is possible for keyboard users.

This feature would allow me to remove the following code event handler, which runs whenever a player changes their position, then only updates the character's walking state and step frequency if the player is currently using a controller. https://github.com/nicholasgower/planet ... s.lua#L143
Bilka
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Re: Linked game control: "move"

Post by Bilka »

You've made multiple requests related to players moving but none of them explain why you need to manually move the player in the first place (or spawn particles or something?). So these requests feel like you're asking for us to fix workarounds. It would be nice if instead you could tell us why you're doing all that so we can evaluate whether maybe we can improve something related to your overall goal instead of fixing something deep in your workaround.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
MeteorSwarm
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Re: Linked game control: "move"

Post by MeteorSwarm »

Sure. What I'm doing is using an on_tick event to generate particles that appear to be debris kicked up by players on Muluna. Data-based footstep particle effects are insufficient because it's not possible to modify the initial velocity of particles based on outside factors, such as a player's direction of movement and speed.

Ideally, it would be possible to make FootstepTriggerEffectList capable of generating particles that have their initial speed determined by a lua script.
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