Muskrat wrote: |
Don't listen to Ekted, you can hack up ASSS to preserve the velocity and orientation |
Smong wrote: |
Yeah the warp packet is only xy, muskrat is talking about forcing a position packet onto a player. |
Animate Dreams wrote: |
If fake players don't have to obey settings, then I can still use them without having to make them, say, take up my Shark slot, right? But... I'm really not sure how to define settings for them |
Animate Dreams wrote: |
if any of you have any links for me to go to see some of the things where people have done stuff before, like I guess forcing the position packet on the player was hs_ufo |
Quote: |
You have to code the behaviour you want into the module that controls the fake player. Not all settings can be unique for fake players, for example the ship graphic and the amount of damage a weapon does. |
Mr Ekted wrote: |
[..]
If you send a position packet TO the client that it's for, the client will accept is as its own position/etc? Interesting. So you can turn on stuff like xradar/stealth/etc? |
Protoman wrote: |
So then, I ask, where is this uberleet zone with all these cool features? ![]() |
Code: Show/Hide from asss import *
game = get_interface(I_GAME) objs = get_interface(I_OBJECTS) def initial(p): if p.ship == SHIP_JAVELIN: game.GivePrize(p, PRIZE_MULTIFIRE, 1) game.GivePrize(p, PRIZE_BOUNCE, 1) objs.Toggle(p, 333, 1) elif p.ship == SHIP_SPIDER: game.GivePrize(p, PRIZE_PROX, 1) elif p.ship == SHIP_LEVIATHAN: game.GivePrize(p, PRIZE_BOUNCE, 1) elif p.ship == SHIP_LANCASTER: game.GivePrize(p, PRIZE_BOUNCE, 1) def paction(p, action, arena): if action == PA_ENTERGAME and p.ship != SHIP_SPEC: initial(p) def shipchange(p, newship, newfreq): if newship != SHIP_SPEC: initial(p) def make_respawn_timer(initial_, interval, p): def respawn_timer(): initial(p) p.as_respawntimer = None return 0 return set_timer(respawn_timer, initial_, interval) def kill(arena, killer, killed, bty, flags, pts, green): killed.as_respawntimer = make_respawn_timer(450, 1000, killed) return pts, green def mm_attach(arena): arena.as_cb1 = reg_callback(CB_PLAYERACTION, paction, arena) arena.as_cb2 = reg_callback(CB_SHIPCHANGE, shipchange, arena) arena.as_cb3 = reg_callback(CB_KILL, kill, arena) def mm_detach(arena): arena.as_cb1 = None arena.as_cb2 = None arena.as_cb3 = None |
Code: Show/Hide def initial(p):
if p.ship == SHIP_JAVELIN: game.GivePrize(p, PRIZE_MULTIFIRE, 1) game.GivePrize(p, PRIZE_BOUNCE, 1) objs.Toggle(p, 333, 1) elif p.ship == SHIP_SPIDER: game.GivePrize(p, PRIZE_PROX, 1) elif p.ship == SHIP_LEVIATHAN: game.GivePrize(p, PRIZE_BOUNCE, 1) elif p.ship == SHIP_LANCASTER: game.GivePrize(p, PRIZE_BOUNCE, 1) |
Code: Show/Hide def paction(p, action, arena):
if action == PA_ENTERGAME and p.ship != SHIP_SPEC: initial(p) |
Code: Show/Hide def shipchange(p, newship, newfreq):
if newship != SHIP_SPEC: initial(p) |