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Server Help | ASSS Wiki (-1) | Shanky.com
Stop and go movement

 
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MapMaker+
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PostPosted: Thu Jun 17, 2004 4:18 pm    Post subject: Stop and go movement Reply to topic Reply with quote

I wanna know if there is a way to make a ship go when u press [up] and stop when u release it, other then the way with [shift]. Thanks!
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Cyan~Fire
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PostPosted: Thu Jun 17, 2004 8:03 pm    Post subject: Reply to topic Reply with quote

Nope.
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PostPosted: Thu Jun 17, 2004 10:40 pm    Post subject: Reply to topic Reply with quote

there is a way... I stumbled on it a while back by acident and I haven't been able to reproduce it since.... If I ever do i'll let everyone know.
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PostPosted: Thu Jun 17, 2004 11:16 pm    Post subject: Reply to topic Reply with quote

Yeah, just have a lot of acid, and you can experience a lot of effects you've never really noticed before.
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PostPosted: Fri Jun 18, 2004 1:10 am    Post subject: Reply to topic Reply with quote

LOL icon_lol.gif No really I did it once but forgot how... it didn't stop completely but it slowed down enough that it was almost stopped
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PostPosted: Fri Jun 18, 2004 3:37 am    Post subject: Reply to topic Reply with quote

Perhaps your [boost] key was stuck and you had afterburners on automatically when you hit [Up] tongue.gif
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PostPosted: Fri Jun 18, 2004 2:02 pm    Post subject: Reply to topic Reply with quote

To set ship1 like that...

?set warbird:maximumspeed:(how fast u want it to go)

?set warbird:initialspeed:0

?set warbird:afterburnerenergy:0

This will set it exactly like some tanks in those war style games you see alot.
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PostPosted: Fri Jun 18, 2004 4:46 pm    Post subject: Reply to topic Reply with quote

wouldn't that just make it so that it can't move until it gets prized speed?
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PostPosted: Fri Jun 18, 2004 10:59 pm    Post subject: Reply to topic Reply with quote

Nooooo, thatll just make it so you can only move when you press shift, but i dont think thats what the guy was asking :/.

You could um...make it so if you hit a wall you lose all speed so you could stop by hitting a wall...if that is any help.

[Misc]
BounceFactor=somehighnumber
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PostPosted: Sat Jun 19, 2004 12:16 am    Post subject: Reply to topic Reply with quote

K, thanks, I'll mess around till i find movement settings I like. I'm really surprised that in a "space game" you cant adjust the inertia.

( If you notice in the N64 zelda games they have a similar problem, if u run real fast and stop your feet slide for a ways, maybe they arent as smart as most pll think sa_tongue.gif )
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PostPosted: Sat Jun 19, 2004 12:19 pm    Post subject: Reply to topic Reply with quote

MapMaker wrote:
I'm really surprised that in a "space game" you cant adjust the inertia.

Yeah, totally unrealistic.
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PostPosted: Sun Jun 20, 2004 4:19 am    Post subject: Reply to topic Reply with quote

Use ASSS and when someone is at their max speed modify the packet to put them just under their max speed and send it back to them (like autowarp does). Then in their next packet( or have a time delay ) check the speed and if it's not at max, it means they've relased up. Then modify the packet and set it to zero velocity and send it back to them and they'll stop.

it'll mess up the timing like in hyperspace, but autowarp always does that.
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PostPosted: Sun Jun 20, 2004 11:17 am    Post subject: Reply to topic Reply with quote

Do you know how much bandwidth the server will use doing that? If a group of people got together and started tapping forward, probably everyone would lagout. icon_razz.gif If there's gonna be a physics change, then it's gotta be done by the client.
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PostPosted: Sun Jun 20, 2004 11:52 am    Post subject: Reply to topic Reply with quote

It's one extra packet every time someone moves... so if there's like 20 people near each other instead of sending 19 packets it'll send 20.
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PostPosted: Sun Jun 20, 2004 1:21 pm    Post subject: Reply to topic Reply with quote

I know nothing about ASSS icon_cool.gif
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PostPosted: Sun Jun 20, 2004 7:48 pm    Post subject: Reply to topic Reply with quote

lp_street_soldier wrote:
I know nothing about ASSS icon_cool.gif


same here sa_tongue.gif
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PostPosted: Sun Jun 20, 2004 8:58 pm    Post subject: Reply to topic Reply with quote

But can you imagine 20 people trigger-pushing the button like that? That's a lot of packets it sends out. Anyway, this reminds me that there is also, of course, a delay in position packet sending, so the effect would "lag" anyway.
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PostPosted: Mon Jun 21, 2004 12:42 am    Post subject: Reply to topic Reply with quote

So there is no possible way without programming?
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PostPosted: Mon Jun 21, 2004 11:45 am    Post subject: Reply to topic Reply with quote

There is no possible way to make it look nice, period.

There is no possible way at all without making a module for ASSS.
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PostPosted: Mon Jun 21, 2004 3:16 pm    Post subject: Reply to topic Reply with quote

you could adjust it so it predicts where they will be on average, when they get the packet. It'll be delayed .2 seconds (or whatever the roundtrip time for the packet will be, but I don't think they'll be that be that bad.

If 20 people are tapping all over the place it still shouldn't affect it. All it is is one extra packet per person, or as much as if there were one more person. And that's only when they do their little tappy trick, which I doubt 20 people will do it the same instance, and even if they do, at most you get the amount of packets sent as if there were one extra client.

Yeah you'll get the "lag" effect you can see in hyperspace, at least until it gets fixed in the client.
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PostPosted: Mon Jun 21, 2004 4:45 pm    Post subject: Reply to topic Reply with quote

You can't ever solve the "lag effect" caused by accel/decel. Either the client predicts position, which makes normal movement nice and smooth, or it only draws when it gets updates, which makes the movement extremely jerky but you can start/stop arbitrarily.
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PostPosted: Tue Jun 22, 2004 9:50 am    Post subject: Reply to topic Reply with quote

can't the client predict position unless it gets an update, in which case it goes the the update and then uses that for it's next prediction(s) ?
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PostPosted: Thu Jun 24, 2004 2:34 pm    Post subject: Reply to topic Reply with quote

The position in the update is compared to the current predicted position and if it is within set limits the velocities are fiddled so the motion stays fluid (this is how people eat bombs).
Catid changed the time stamp in the packet so the client is supposed to use the values in the packet and not interpolate using them.
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