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Showing results for tags 'cursor'.
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Zooming in or out (ex., by using the mouse wheel) either deliberately or accidentally while in "combat stance" (holding down right mouse button) can cause the character to turn. This can lead to missed shots or melee hits, which in turn can lead to becoming very dead very quickly. This seems to be due to the fact that the game tries to position the character's waist at the centre of the screen while the aiming cursor is at head level (with a line coming down to the ground, but the mouse cursor itself is at the top of that line, at head height). This causes the character to change orientation as its head moves up (or down) the screen when the camera pans to try to keep the waist at a fixed location. The effect is worse if the cursor was close to the character to begin with, and can in fact cause the character to turn 180 degrees (turning its back to the target)! For example: zoom in, then hold down the right mouse button and position the cursor close to the character in such a way that the character is looking straight "down" (to the southeast), with the ground circle close to its feet (if you release the right mouse button at this point, you'll see the mouse cursor is right in front of your character's head). Then, holding down the right mouse button but without moving the character or the mouse, zoom out. The camera will pan, your character's head will move down relative the centre of the screen, and suddenly the character will turn 180 degrees (and look "up", towards the northwest) to look at the mouse cursor (which hasn't actually moved). Solution: make both the aiming cursor and character anchors the same "height" (either both at head height or both at waist height). (note: ideally this should also be the same height that firearms are fired from) Alternatively (more complicated), anchor the mouse cursor to the character's waist, so that the cursor itself moves up or down when the camera zooms and auto-pans, keeping its position relative to the character, so there's no turning. In the unlikely case that anyone likes the current behaviour (I can't imagine why), this could be a toggle in the UI options
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The Iso Cursor is effectively invisible on surfaces with noisy (like grass) or bright textures (many walls). It's there, but often times not noticeable enough to function as an indicator.