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Matzke Novice
Joined: Jan 26 2004 Posts: 88 Offline
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Posted: Tue Jul 06, 2004 10:52 pm Post subject: ship radius vs bullet radius |
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i'm making a new zone and i have a different shipset put in, the ships are tanks. on one of my ships i have the two bullet cannons towards the center of the ship. i know under ship radius in the .cfg you can change the ship to be smaller, making the bullets are closer together when they're shot. is there any way i can make it so the bullets are close together on the inside, but the ship is still bigger so it doesn't fit in between tiles _________________ z0rz |
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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: Wed Jul 07, 2004 12:03 am Post subject: |
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I'm gonna say "no".
However with ASSS you could get a similar behavior:
1. override one of the bullet level's to be black, so it doesn't show up, you also may want to change the bullet explotion to black, this step isn't required... but it will look much better
2. have the tank use that bullet level. So when you fire with a tank it won't look like it's firing anything.
3. have the server listen for bullet fire packets from players in ship "tank". when it recieves them dont send them out to everyone, instead make two new weapons packets with the same orientation/timestamp/speed/player as the original except have them be closer together and of a bullet level that is visible. send that packet to everyone, including the tank.
The effect may be lagged a little bit, but it should show up. Plus the bullets won't all disappear at once when one of them gets hit, as they are two different "bullets" now. If you want to preserve this behavior we could do that too... although it'd have to be another hack. |
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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: Wed Jul 07, 2004 2:57 pm Post subject: |
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In short, no.
And you stole that sig from me  _________________ 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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Matzke Novice
Joined: Jan 26 2004 Posts: 88 Offline
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Posted: Wed Jul 07, 2004 5:03 pm Post subject: |
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hehe yep cyan! but u said i could so nya |
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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 Jul 08, 2004 10:30 am Post subject: |
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Aww now you changed it... it was such a social statement, too. |
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-Smong- Guest
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Posted: Thu Jul 08, 2004 1:20 pm Post subject: |
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I think if multiple position packets have the same timestamp, only the first one received is used and the rest are ignored. (In low bandwidth mode every packet is sent twice). |
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Thu Jul 08, 2004 2:42 pm Post subject: |
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And because weapon packets are position packets, you would get some weird movement from a shooting ship. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me |
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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: Thu Jul 08, 2004 10:52 pm Post subject: |
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isn't there a regular weapons packet in addition to the position packet?
for the timestamp issue you could always add a tiny difference in timestamp so it doesn't get ignored... although it shouldn't be ignored |
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Matzke Novice
Joined: Jan 26 2004 Posts: 88 Offline
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Posted: Sun Jul 11, 2004 2:20 pm Post subject: |
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lol cyan, and dr brain now u finally try to help me, oh you're so different on AIM haha jk man  |
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