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Server Help | ASSS Wiki (0) | Shanky.com
Why fast respawns make you temporarily invisible

 
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-Smong-
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PostPosted: Sat Jul 24, 2004 9:17 am   Post maybe stupid    Post subject: Why fast respawns make you temporarily invisible Reply to topic Reply with quote

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
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PostPosted: Sat Jul 24, 2004 11:34 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

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.
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Hunch Hunch
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PostPosted: Sat Jul 24, 2004 1:49 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

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
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PostPosted: Sat Jul 24, 2004 4:11 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

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.
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PostPosted: Sat Jul 24, 2004 6:23 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

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
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PostPosted: Sat Jul 24, 2004 6:25 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

The packet on safe entry is sent reliably.
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PostPosted: Sat Jul 24, 2004 8:04 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

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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PostPosted: Sun Jul 25, 2004 6:20 pm   Post maybe stupid    Post subject: Reply to topic Reply with quote

If you get ship reset I don't think there is a warp/flash animation.
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