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AAG/ATG auto-run key not working/implemented


ottomatic1
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As far as I can tell, all infantry can auto-run (jog) by pressing the G key once.  All tanks can auto-run (drive) by selecting a gear and pressing the W key once.  All vehicles can, likewise, drive by pressing the W key once.

Why, oh why, do we not have a working auto-run (push) option for AA and AT Guns?

You cannot spawn a medium or large AA/AT Gun at a FMS, so are forced to spwn at the FB which is kilometres from the target.  Those guns can only be towed by half-tracks, and no-one in a typical zerg bothers to spawn those, so you have to push your own gun to get within range.  As an example, 22 minutes of pushing in the last match got me half-way to the target, before all CPs were captured and the mission was over.  Didn't get near the target, didn't get to deploy, didn't get to shoot.

If medium-large AA/AT Gun gameplay is going to be so unrewarding, please don't force us to sit there for 22 minutes each match continously pressing down on the W key.  Give us auto-run so we can press it, then go watch some telly, or have a shower and a meal, and come back later when the gun might actually be in range of something.

Please:  No well-meaning comments about 'joining a squad' or 'working as a team' or 'asking for assistance' -- none of those suggestions actually work the way the game currently exists and is being played.  That might have been the way it worked a decade ago, but today the game is a series of rolling zergs dominated by players not in squads (or not working as squads).  Only when the zerg stalls or fails is there usually enough time to push those units into range and take a few shots.  Yes, sometimes the enemy aircraft will decide to target the FB and it's possible to get some action that way, but that is rare.

Anyway, so please fix/implement auto-run for AAG/ATG is my request -- thanks!

Edited by ottomatic1
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Heh, I just switch to gunner position and keep an eye on the trajectory if it's a long push.

We really SHOULD have an auto walk key for these.

 

PS: Didn't know about the W key trick. Thanks!

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I didn't know about the W key either.. But as vasduten1 said, I typically push the proper direction and switch to position 2 and it will continue to push  

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Thanks for telling me about the trick fellas (holding down W whilst in the driver's position (1) and then -- whilst still holding down W -- pressing 2 to switch to the gunner's position).  Whatever motion was in effect when you switch does indeed get 'remembered' and continues to occur.  That makes thing SO much better.

It still has to be a bug, and should be fixed, but at least there is a relatively painless workaround for the time being.

One thing I also accidentally came across a few days ago is that you can 'unlock' a view.  So once you have the AAG/ATG rolling and switch to the gunner's position, you can press N to unlock your view -- at which point you can use your mouse to naturally scan the surroundings.  You can then press 1 to return to the driver's position, again press N, and have 'mouse look' on the driver's side of the gun as well (particularly useful on big guns like the 88 which block line-of-sight from one side to the other).  Then you can just toggle back and forth with 1 and 2 and use you mouse to keep an eye on things whilst moving towards the target.

Edited by ottomatic1
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5 hours ago, vasduten1 said:

We really SHOULD have an auto walk key for these.

actually we do

in atgun.cfml look for AT Gun move
if you have no atgun.cfml bind one non stock key, and save in keymapper
Modify the move control with the code below as an example

Change the I and K keys to what ever you like to use for auto pilot
LEAVE YOUR NORMAL KEYMAPPING for normal moving!


If you want it to respond faster change the 1.00 to a higher number, but you really shouldn't need to
 

<control function="AT Gun Move">
        <keyabsolute value="0.00" onrelease="50.00">
            <key>s</key>
        </keyabsolute>

        <keydelta value="-1.00" per="keypress" index="2">
            <key>k</key>
        </keydelta>
        
        <keyabsolute value="100.00" onrelease="50.00" index="10">
            <key>w</key>
        </keyabsolute>

       <keydelta value="1.00" per="keypress" index="3">
            <key>i</key>
       </keydelta>
    </control>

 

@vasduten1
You are probably going to ask "WHy isnt this in the keymapper??"
Answer is it was once upon a time sgtspoon and i did a lot of work and documentation on the keymapper and joystick calibrations way back when
Trouble was, a lot of players found it to be too complicated, so the keymapper got a much simplified interface, but the game itself still understands all the more
complicated functions.

I think when i get time, i am going to go re-document it all in the wiki
as i think the original documentations have all gone offline

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