Judith on 24/11/2008 at 18:42
...And how it translates to distance in UU? Sometimes a small key with FrobBias set to 2 and highlight to 64 is within your arm's reach, while you set the same values for e.g. a switch, it becomes nearly unfrobable... :confused: What are your thoughts on that? :)
ShadowSneaker on 24/11/2008 at 19:00
It must differ for items you can pick up and objects that you can only frob, I suppose.
I don't know what the difference between Frobbias and Highlight Distance is, though. Frobbias says "how easy should it be for the player to frob this....". What does that mean exactly?
SS
Beleg Cúthalion on 24/11/2008 at 21:25
I guess it means how quickly the marker "snaps" to the object when moving the mouse around. Taking Judith's example, I believe if you have a small switch with a low FrobBias but a higher HighlightDistance and a big vault door next to it with properties vice-versa, you can frob the switch as long as you're out of the door's HL distance but as soon as you enter it, the FrobBias takes over and makes it extremely hard to select the tiny switch.
ShadowSneaker on 24/11/2008 at 23:35
I found this on Fleshworks : (
http://www.ttlg.com/wiki/index.php?title=Loot_Containers)
Quote:
set each piece of loot's Frob->FrobBias property to a value of 0. That way, the lid has a far higher bias to be frobbed, and the loot is ingored until the lid is open.
Basically what you were saying, Beleg.
SS
Judith on 24/11/2008 at 23:49
Thanks guys, looks like highlight distance is what I need to change.
Ziemanskye on 25/11/2008 at 18:31
There's also a property in the default.ini somewhere which changes the calculation, if I remember correctly. At it's normal position they've traded accuracy for speed of working out what you're "looking at", but you can change it to be more accurate (or even cheaper/quicker).
(As far as I remember)
Beleg Cúthalion on 25/11/2008 at 18:39
You mean...this one:
Code:
// For purposes of frobbing
[FrobOptions]
;0 => Raycast vs. visible geometry only (fastest)
;1 => Scale bounding box by frob bias (no add'l memory, slightly slower)
;2 => If frobBias is 0, raycast vs. visible geometry. Otherwise, scale
; bounding box by frob bias (no add'l memory, slightly slower)
;3 => Create unique triangles for each object and extrude by their
; frob bias * normal (most memory, most accurate, slowest)
FrobBiasRaycastType=2
MinEdgeSize=16
MaxSizeForSlowdown=16
Well. :erg: Worth trying I guess. The MP didn't change anything in that section, by the way.