ImpactDevelopment / ImpactIssues

Please use this repo to report bugs and request features
https://impactclient.net/
220 stars 36 forks source link

More precise ESP (have special mobs marked) #1940

Open BotAndis opened 4 years ago

BotAndis commented 4 years ago

Describe the solution you'd like I want to be able to be even more precise in ESP and not be limited to Players, Hostile Mobs, Passive Mobs. My suggestion would be that you can mark special mobs with a special color or just let them be marked. This might be useful if you are looking for a Zombie Villager, as all mobs are currently shown, but if you only show zombies or Zombie Villager (or let them be marked) it might make your search a lot easier. The same would also help in the Nether if you are looking for wither skeletons, or in any other situation where you are looking for a special mob type.

Describe your idea short Mobs can be marked with a special color or only this mob type can be displayed.

Describe alternatives you've considered But you could also include this feature in the Search Module which makes it a bit more confusing.

Is your feature request related to a problem? My idea is not really related to a Problem, but there is a problem that would need to be addressed if this idea were to be implemented. And that is that all mobs, entities, ... in 2D mode are marked gray by the Esp and have thick edges when you are in F5 mode. Nametags have the same problem as you see (Items have the nametags) ![2020-01-12_14 37 24] (https://user-images.githubusercontent.com/59452948/72219702-349fe400-3549-11ea-9ee8-4ed093a95e4c.png)

^ No special settings

LeafHacker commented 4 years ago

The main problem with this is the GUI; with search and xray we are forced to have a separate gui to whitelist blocks, however with ESP (and other entity targeting modules) we are able to use pre-defined groups which in most cases provide the desired functionality, but have the advantage of fitting easily into the ClickGUI interface. Obviously we don't want ClickGUI to have a submenu containing every entity and we probably don't want a separate xray-style gui for every entity-targeting module either...

Quazar5 commented 4 years ago

we probably don't want a separate xray-style gui for every entity-targeting module either...

Why not tho? WWE, for example, has lot's of these "extra" menus that I quite like because it makes managing option much easier. On the other hand, I agree that you shouldn't add one of these "extra" menus for everything; just the stuff that could benefit from it,

LeafHacker commented 4 years ago

you shouldn't add one of these "extra" menus for everything; just the stuff that could benefit from it,

so... everything? lol

5HT2 commented 4 years ago

I feel every client runs into a problem with customization via guis. Future needs commands for specific stuff, which I feel is a good solution. I talked about how Impact does it here https://github.com/S-B99/kamiblue/issues/413 with someone, and I don't feel that's as good of a solution.

Sure, it makes stuff customizable, but it clutters the menus and makes design elements inconsistent. Having just commands to change these sort of values and documentation would be best.

BotAndis commented 4 years ago

Yea, then without any GUI or HUD or whatever and use MC commands over the chat.