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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Tue Oct 14, 2003 4:33 pm Post subject: Complete- A Damn Sexy Lvz Bot |
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From the LVZ/LVL forum, http://forums.minegoboom.com/viewtopic.php?t=1707
WarFan wrote: |
Fri Oct 10, 2003 1:49 pm
Couple questions here.
Is it possible to make an lvz image disappear when a ship moves over it and then reappear after it has moved off the image. This would be like for roof tops on building..you would see the roof if you were not in the building, then if you entered it, the roof would disappear. Thanks
Fri Oct 10, 2003 2:06 pm
1) So manually, I would get in a building or watch people get in a building and turn the roof image off?
2) Do you know of a bot that does this or something similar?
Thanks |
Akai recommened using TM Baw and redesigning it to do lvz file. I did exactly that, most of SOS's code is gone except file input. From my testing I cant find anything wrong, seems to work perfect. Recoded it with a new idea than i had on the forum, woke up one morning and pimp slapped myself for coding like a pussy. I commented almost everyline that i used and made the code simple for anyone who did merv to read, hopefully. I have attached the compiled bot and the source with it.
The Idea- Once someone moves into a specified coord area, the bot sends *objon or *objoff, depending on what you specified in the file for its starting state. After everyone is out of the area, the object goes back to its original state. Spectating and leaving work fine, and if the server crashes and the bot reconnects, that will work fine too.
[Obj1]
# ^------- Up to 255 Objects, edit the bot source and you can increase to whatever you need
#Obj starts at 1 and counts up to 255
FromX1=459
FromY1=472
#^^^^^^^^---- Topleft corner of Object Area
FromX2=481
FromY2=488
#^^^^^^^^---- Bottomright corner of Object Area
ObjStart=0
# ^---- Object starts turned on or off, 1=ON AND 0=OFF
ObjNum=1
#^^^^^^^^^---- Object Number
#This is the number of the obj found in the lvz file(.ini)
[Obj2]
FromX1=459
FromY1=544
#-----------
FromX2=481
FromY2=561
#-----------
ObjStart=1
ObjNum=240
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See any problems please contact me
FiftyPacketloss@socal.rr.com
Edit:New version at bottom of page
v1.3(old version)By 50% Packetloss
TM Baw- LVZ.zip - 38.06 KB
File downloaded or viewed 47 time(s)
Last edited by 50% Packetloss on Thu Oct 16, 2003 9:42 pm, edited 2 times in total |
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SuSE Me measures good

Joined: Dec 02 2002 Posts: 2307 Offline
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Posted: Tue Oct 14, 2003 4:56 pm Post subject: |
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will test it out after my stupid history class
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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Wed Oct 15, 2003 1:43 am Post subject: |
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ew, just read through the merv tutorial, guess i could have used playertags instead of having a new variable in the player stuct. o well, works the same
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k0zy Server Help Squatter

Gender: Joined: Jan 11 2003 Posts: 571 Location: Germany Offline
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Posted: Wed Oct 15, 2003 9:20 am Post subject: |
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Does it use *objset ?
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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Wed Oct 15, 2003 10:06 am Post subject: |
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nope, *objon and *objoff, havent heard of *objset, explain...?
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SuSE Me measures good

Joined: Dec 02 2002 Posts: 2307 Offline
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Posted: Wed Oct 15, 2003 2:11 pm Post subject: |
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"?objset +1,+2,+3,-78,+24,-33,-12,"
that would turn on the images with object ids 1, 2, 3, and 24 - and it would turn OFF numbers 78, 33 and 12
one command line instead of typing seven different commands
it doesn't really matter, especially in this case since there isn't really a need to turn images both on AND off simultaneously
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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Wed Oct 15, 2003 2:46 pm Post subject: |
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ew, bot doesnt support overlapping object areas, ill get on fixing that
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k0zy Server Help Squatter

Gender: Joined: Jan 11 2003 Posts: 571 Location: Germany Offline
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Posted: Wed Oct 15, 2003 3:47 pm Post subject: |
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Akai wrote: | it doesn't really matter, especially in this case since there isn't really a need to turn images both on AND off simultaneously |
but it might matter if 2 or more objects get switched on OR off
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SuSE Me measures good

Joined: Dec 02 2002 Posts: 2307 Offline
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Posted: Wed Oct 15, 2003 6:45 pm Post subject: |
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I suppose you could use it in that instance - but would it be worth the extra coding?
eh, whatever
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ExplodyThingy Server Help Squatter
Age:38 Gender: Joined: Dec 15 2002 Posts: 528 Location: Washington DC Offline
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Posted: Wed Oct 15, 2003 7:12 pm Post subject: |
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Not really. In fact it may even be less coding. Store all the obj numbers to a string, including the +- as needed. Then simply send the string with a *objest stuck in front. This way it does not need to pick between a *objob or *objoff, especially if there is ever a need to send more than one of those, such as a switch between them. Its how i simpliefied the scoreboard for MG. _________________ There are no stupid question, but there are many inquisitive idiots.
Loot
Dr Brain> I hate clean air and clean water. I'm a member of Evil Conservitive Industries
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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Wed Oct 15, 2003 9:08 pm Post subject: |
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Akai wrote: | there isn't really a need to turn images both on AND off simultaneously |
Yep, objects only turn on if your the 1st person inside the specified coords, and only turn off if your the last person out of the specified coords. Bot wont be shooting out huge lists of objon or objoff unless there are 30 obj areas and 30 players move into each of the object areas at the same time, then you would get 30 objon/objoff. If you leave a area and there are still players inside that area, no command will be sent.
Edit: linkedlist in the player struct doesnt work, have no clue why but if i try to get any info out of the linkedlist, ex- p->linkedlist.total , the data is completely wrong.
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Dustpuppy Server Help Squatter

Age:40 Gender: Joined: Jan 23 2003 Posts: 215 Location: England Offline
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Posted: Thu Oct 16, 2003 8:27 am Post subject: |
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I think your bot differs from the original request (perhaps by design)
To me it sounds like the request was that you would only see inside the building if you were inside, otherwise you would see the roof. Whereas it seems you've made it so everyone can see inside if there is someone in there.
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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Thu Oct 16, 2003 3:50 pm Post subject: |
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dont think you can turn a object off for one person and leave it on for another. Objects are either ON or OFF, for everyone in the arena. Or i havent seen otherwise
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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Thu Oct 16, 2003 4:34 pm Post subject: |
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almost done with one that will allow overlaping object areas. just going to test everything and make sure it is stable
should fix questions like this guy has,
http://forums.minegoboom.com/viewtopic.php?t=1730
Teckniks wrote: | ok ive worked out the lvz and the server problem in my last post, but now theres a new one....
here goes
basically i want to make ships be able to fly under tree's and behind houses etc. i have grass as my background but i have isometric tree's (IE a 3d look), but i want the ships to be able to fly behind the tree's if that made any sense. all i need is to know how (if you can) to make see thru tiles? ive tried using pure black as a back ground but it doesnt seem to work, any ideas?
ok, um lol? i fixed this too!! - bfore i had time to post this question!! - i have included a *VERY* early screenshot of my zone to demonstrate what i was trying to do for anyone whos interested - See the red thing behind the tree? thats me
EDIT: Corrupt attachments files removed, wasting space -MGB |
he could switch between 2 images, one of the tree, and once behind it, a tree that was faded and transparent
Last edited by 50% Packetloss on Thu Oct 16, 2003 4:38 pm, edited 1 time in total |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Thu Oct 16, 2003 4:35 pm Post subject: |
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You need to send *objset privately to do it individually. If someone helps me out with my ASSS module it will have this functionality (see my plea in Custom Code).
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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Thu Oct 16, 2003 4:46 pm Post subject: |
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ok, sounds fair, ill see what i can do. let me make sure i get this right, i can just PM a player with
ex- /*objset +5, or /*objset -5,
and a comma has to be placed at the end? would /*objon 5 or /*objoff 5, work also with Priv messages?
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Thu Oct 16, 2003 5:03 pm Post subject: |
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most likely, yes
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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Thu Oct 16, 2003 6:22 pm Post subject: |
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thx for the help smong, added that to the bot so that you can specify if you want an object to be sent privatly or not.
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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Thu Oct 16, 2003 9:34 pm Post subject: New Version Complete |
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Bot now supports overlaping coords, so that a player could be in multiple areas at once. You can use this for switching between 2 objects, like above, a player moves behind a tree, the tree becomes transparent. Also included the stallion smong's comment, you can set a object to be turned on privatly to a player, /*objon 1, so that the example at the top can be done now.
#objects.ini examples
[Obj1]
# ^------- Up to 255 Objects, can be increased by editing bot source
FromX1=459
FromY1=472
#^^^^^^^^---- Topleft corner, for object to be switched on/off
FromX2=481
FromY2=488
#^^^^^^^^---- Bottomright corner, for object to be switched on/off
ObjStart=1
# ^---- Object starts turned on or off, 1=ON AND 0=OFF
SentPrivate=0
# ^----- Object is sent privatly to a player if set to 1, 1=ON AND 0=OFF
ObjNum=1
#^^^^^^^^^---- Object Number (found in the lvz's .ini file)
[Obj2]
FromX1=459
FromY1=472
#-----------
FromX2=481
FromY2=488
#-----------
ObjStart=0
SentPrivate=0
ObjNum=2
[Obj3]
FromX1=459
FromY1=544
#-----------
FromX2=481
FromY2=561
#-----------
ObjStart=0
SentPrivate=1
ObjNum=3
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TM Baw-LVZ 1.4
About:
This bot will change lvz objects on and off, depending on if a player is in a specified coordanate area
Bugs, Questions, Comments:
Please Send to FiftyPacketloss@socal.rr.com
or message me on Subspace, ?message 50% Packetloss: <messagehere>
Version History:
1.4
Players may be in multiple object locations at once
Object Areas may be turned ON or OFF privatly
1.3
Bot turned from a warp bot into a lvz bot
1.2
Just an upgrade to the 6.0 core version
1.1
No more "Invalid message from bot" errors
1.0
Initial release
Have included compiled dll and the source code in the zip file. I appreciate everyone's comments, they really do help a great deal.
TM Baw- LVZ (v1.4) - By 50% Packetloss
TM Baw- LVZ (v1.4).zip - 55.09 KB
File downloaded or viewed 18 time(s)
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SuSE Me measures good

Joined: Dec 02 2002 Posts: 2307 Offline
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Posted: Thu Oct 16, 2003 10:12 pm Post subject: |
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cool I really will try to test it sometime
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WarFan Seasoned Helper

Age:53 Gender: Joined: Aug 08 2003 Posts: 141 Location: Clinton, Iowa Offline
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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Sat Oct 18, 2003 10:21 pm Post subject: |
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you have lvz coords in there , divide those by 16 to get the correct ones
or open SSME and get the coords that way
it uses map coords instead of lvz coords
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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Sat Oct 18, 2003 10:29 pm Post subject: |
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[Obj1]
# ^------- Up to 255 Objects
FromX1=512
FromY1=512
#this is where the image starts
FromX2=528
FromY2=528
#then add 16 to it for the bottom corner of the image
ObjStart=1
# ^---- Object starts turned on or off, 1=ON AND 0=OFF
SentPrivate=0
# ^----- Object is sent privatly to a player if set to 1, 1=ON AND 0=OFF
ObjNum=1
#^^^^^^^^^---- Object Number (found in the lvz's .ini file)
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so here is another example
(0, 0)
+--------+
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+--------+ (10, 10)
Then we just put in the ini:
FromX1=0
FromY1=0
#^^^^^^^^---- Topleft corner of obj area, on the map
FromX2=10
FromY2=10
#^^^^^^^^---- Bottomright corner of obj area, on the map |
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WarFan Seasoned Helper

Age:53 Gender: Joined: Aug 08 2003 Posts: 141 Location: Clinton, Iowa Offline
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Posted: Sun Oct 19, 2003 3:03 pm Post subject: |
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ok, Ill give that a try
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Dustpuppy Server Help Squatter

Age:40 Gender: Joined: Jan 23 2003 Posts: 215 Location: England Offline
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Posted: Mon Oct 20, 2003 7:15 am Post subject: |
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That example looks strangely familiar...
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