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  • clicking gets confused between attacking and interacting
clicking gets confused between attacking and interacting
Panoz
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    • Panoz#7304
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Topic title: clicking gets confused between attacking and interacting

Description: when clicking to interact with something while close to but not in striking distance of an enemy I will swing at nothing until all my stamina is used up before I can interact with what I was clicking on (this can be for anything from interacting with a mission related thing to an npc to opening a container for a very fast smash and grab) ... this has several problems:
  • forces me to burn all my stamina before I can open something making the prospect of sprinting away or whacking something with a cane much more difficult
  • it takes time to swing 3 or 4 times delaying getting the items


the opposite is true as well when I am in striking range and clicking it will sometimes open and close a drawer a dozen times before noticing my mouse is over a drawer. worse is when my character keeps trying to open a drop while I am trying to attack due to the clicking, that ofcourse stops all attacking until the process is interrupted which can be a very bad thing.

Steps: commonly this happens when I have just stepped out of range while I was engaged so:
  • engage an enemy
  • step just outside of the weapons range
  • click on something you want to interact with
  • you should swing at nothing until you run out of stamina then you can open or interact with the item


now for the issue of constantly interacting or opening stuff when there are infectids in striking distance:
  • this issue is less common but still happens and I have not found any pattern to it
  • enter a melee
  • find something to click on like a container
  • click wildly and you may just take whatever was in that container without doing a single bit of combo hit


possible solutions: separate the attack and interact buttons. allow the user to map these different functions as they see fit in the keyboard options ... this has he added benefit of being able to get rid of whatever check is going on in the background to see if you are near an enemy or not to toggle attack vs interact. ... the script would only ever need to run if the player hit the attack key to determin if anything would get hit or not and if so what would get hit. this could work as it does now but it would save cpu time vs running this check for every click on everything
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