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MapMaker+ Novice

Age:36 Gender: Joined: Jun 07 2004 Posts: 29 Offline
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Posted: Thu Jun 17, 2004 4:18 pm Post subject: Stop and go movement |
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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! _________________ MapMaker+
Owner of SSDT Wormhole+
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Cyan~Fire I'll count you!

Age:37 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Thu Jun 17, 2004 8:03 pm Post subject: |
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Nope. _________________ This help is informational only. No representation is made or warranty given as to its content. User assumes all risk of use. Cyan~Fire assumes no responsibility for any loss or delay resulting from such use.
Wise men STILL seek Him. |
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wEaViL Don't make me turn this forum around!

Age:46 Gender: Joined: Feb 17 2003 Posts: 829 Location: nc usa Offline
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Posted: Thu Jun 17, 2004 10:40 pm Post subject: |
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| 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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Cyan~Fire I'll count you!

Age:37 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Thu Jun 17, 2004 11:16 pm Post subject: |
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| 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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wEaViL Don't make me turn this forum around!

Age:46 Gender: Joined: Feb 17 2003 Posts: 829 Location: nc usa Offline
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Posted: Fri Jun 18, 2004 1:10 am Post subject: |
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LOL 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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Doggeti Server Help Squatter

Age:41 Gender: Joined: Jan 12 2003 Posts: 297 Location: Germany Offline
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Posted: Fri Jun 18, 2004 3:37 am Post subject: |
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Perhaps your [boost] key was stuck and you had afterburners on automatically when you hit [Up]  _________________ Expect the worst but hope for the best. |
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Guest
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Posted: Fri Jun 18, 2004 2:02 pm Post subject: |
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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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D1st0rt Miss Directed Wannabe

Age:38 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Fri Jun 18, 2004 4:46 pm Post subject: |
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wouldn't that just make it so that it can't move until it gets prized speed? _________________
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Lumenesc Novice

Age:37 Gender: Joined: Jun 19 2003 Posts: 58 Location: Texas Offline
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Posted: Fri Jun 18, 2004 10:59 pm Post subject: |
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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 _________________ Are you sure this questoin involved an answer? |
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MapMaker+ Novice

Age:36 Gender: Joined: Jun 07 2004 Posts: 29 Offline
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Posted: Sat Jun 19, 2004 12:16 am Post subject: |
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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 ) |
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Cyan~Fire I'll count you!

Age:37 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Sat Jun 19, 2004 12:19 pm Post subject: |
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| MapMaker wrote: | | I'm really surprised that in a "space game" you cant adjust the inertia. |
Yeah, totally unrealistic. |
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Bak ?ls -s 0 in

Age:26 Gender: Joined: Jun 11 2004 Posts: 1826 Location: USA Offline
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Posted: Sun Jun 20, 2004 4:19 am Post subject: |
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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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Cyan~Fire I'll count you!

Age:37 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Sun Jun 20, 2004 11:17 am Post subject: |
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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. If there's gonna be a physics change, then it's gotta be done by the client. |
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Bak ?ls -s 0 in

Age:26 Gender: Joined: Jun 11 2004 Posts: 1826 Location: USA Offline
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Posted: Sun Jun 20, 2004 11:52 am Post subject: |
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| 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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lp_street_soldier Thing 1

Age:34 Gender: Joined: Apr 24 2004 Posts: 352 Location: Britain Offline
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Posted: Sun Jun 20, 2004 1:21 pm Post subject: |
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I know nothing about ASSS  |
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MapMaker+ Novice

Age:36 Gender: Joined: Jun 07 2004 Posts: 29 Offline
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Posted: Sun Jun 20, 2004 7:48 pm Post subject: |
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| lp_street_soldier wrote: | I know nothing about ASSS  |
same here  |
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Cyan~Fire I'll count you!

Age:37 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Sun Jun 20, 2004 8:58 pm Post subject: |
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| 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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MapMaker+ Novice

Age:36 Gender: Joined: Jun 07 2004 Posts: 29 Offline
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Posted: Mon Jun 21, 2004 12:42 am Post subject: |
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| So there is no possible way without programming? |
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Cyan~Fire I'll count you!

Age:37 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Mon Jun 21, 2004 11:45 am Post subject: |
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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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Bak ?ls -s 0 in

Age:26 Gender: Joined: Jun 11 2004 Posts: 1826 Location: USA Offline
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Posted: Mon Jun 21, 2004 3:16 pm Post subject: |
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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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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Mon Jun 21, 2004 4:45 pm Post subject: |
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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. _________________ 4,691 irradiated haggis! |
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Bak ?ls -s 0 in

Age:26 Gender: Joined: Jun 11 2004 Posts: 1826 Location: USA Offline
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Posted: Tue Jun 22, 2004 9:50 am Post subject: |
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| 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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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Thu Jun 24, 2004 2:34 pm Post subject: |
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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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