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-Smong- Guest
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Posted: Sat Jul 24, 2004 9:17 am Post maybe stupid Post subject: Why fast respawns make you temporarily invisible |
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The server sends the client a kill packet, saying that player XYZ died. However since the method the server and client communicate is unordered, your client might process the kill packet, then get a position packet from XYZ very soon after the kill packet.
So position packets can't be used as proof of respawning. To overcome this position packets are probably 'ignored' for a short while after receiving the kill packet. |
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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: Sat Jul 24, 2004 11:34 am Post maybe stupid Post subject: |
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This can easily be seen in SSCX-A Hyperspace when you kill someone with antideath.
They are invisible for a few seconds. The veterans know this and use that breif moment to all the advantage that they can. Also, you're prone to shooting their debris to make sure they don't come at you with full energy. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me |
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Mine GO BOOM Hunch Hunch What What

Age:41 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Sat Jul 24, 2004 1:49 pm Post maybe stupid Post subject: |
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Not all position packets are ignore. Only those without weapons are ignored, though it doesn't show the ship during that time even if a weapon was fired.
If you want, ASSS could have an extended kill packet which includes a timestamp. Problem easily fixed. |
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Sat Jul 24, 2004 4:11 pm Post maybe stupid Post subject: |
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If the kill packet was reliable, it would also work since spawn packets are reliable already. Out of order packets is not very common, so you could ignore that. _________________ 4,691 irradiated haggis! |
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Mine GO BOOM Hunch Hunch What What

Age:41 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Sat Jul 24, 2004 6:23 pm Post maybe stupid Post subject: |
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Um, Ekted, there is no such thing as a spawn packet. All it is, is just a packet with the "warp image" bit toggled, which counts the same as portals/insert/wormhole warping works. And I don't recall ever seeing a position packet sent inside of a reliable header when I played back with logging SS packets. |
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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: Sat Jul 24, 2004 6:25 pm Post maybe stupid Post subject: |
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The packet on safe entry is sent reliably. |
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Sat Jul 24, 2004 8:04 pm Post maybe stupid Post subject: |
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That's what I mean: send position packet with warp bit toggled as reliable (C2S and S2C). So once you receive the reliable kill, you don't handle position/weapon packets until you get the reliable update with the warp bit set. |
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-Smong- Guest
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Posted: Sun Jul 25, 2004 6:20 pm Post maybe stupid Post subject: |
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If you get ship reset I don't think there is a warp/flash animation. |
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