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scoreboard lvz plugin

 
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PostPosted: Mon Jul 19, 2004 12:45 am    Post subject: scoreboard lvz plugin Reply to topic Reply with quote

that's right, now your bounty rabbit/duel/elim/ctf/flagging zone can have a soccer game with an lvz scoreboard. Fully customizable ini file (as opposed to the ones you can only kinda customize) let's you set the rules and define which objects to toggle for what. Also uses a timer and optional overtime. Set up all the aspects of the game in under a minute (if the lvz is made) and add another subarena to your already failing zone!

Attached (seriously a good plugin, download it, source included, and sample lvz scoreboard)




scoreboard.zip - 143.3 KB
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Underlord
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PostPosted: Mon Jul 19, 2004 2:59 pm    Post subject: Reply to topic Reply with quote

you could use the object toggling functions instead of objset messages, should be better, packets ~1/2 size

Code: Show/Hide

String msg = "*objset ";

   for (int x = scoreZeroOnesStart; x < scoreZeroOnesStart + 10;++x)
   {
      msg += "-" + (String)x + ",";
   }

becomes

for (int x = scoreZeroOnesStart; x < scoreZeroOnesStart + 10;++x)
         queue_disable(x);
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PostPosted: Mon Jul 19, 2004 3:05 pm    Post subject: Reply to topic Reply with quote

I don't see how that would make the packets any smaller. Doesn't the bot still have to tell the server to toggle the objects using objset?

Here's a more generic lvz that you can use the same scoreboard.ini on. also make sure your soccer->goalreward is less than 0 or event_goalscored will never occur




genericSB.lvz - 22.38 KB
LVZ Dump: INI
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PostPosted: Mon Jul 19, 2004 5:43 pm    Post subject: Reply to topic Reply with quote

The bot can send a special smaller packet to toggle obj on/off; well thats my understanding..


I've been lookin for something to explain how to use those internal LVZ functions... :/ just never got around to actually studying them ^-^
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Versetti
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PostPosted: Mon Jul 19, 2004 7:08 pm    Post subject: Reply to topic Reply with quote

Yea instead of Sending the command itself the bot sends more like a tag kinda like "0x56". Which is only a byte. compared to "*objset" which is 7 bytes.
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PostPosted: Tue Jul 20, 2004 1:08 am    Post subject: Reply to topic Reply with quote

why would priitk design a system to interact with bots and not players... seems silly
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Mr Ekted
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PostPosted: Tue Jul 20, 2004 1:23 am    Post subject: Reply to topic Reply with quote

Because bots deal with objects more than 99% of the time. Making the packet be binary is a way to compress them much more and binary is easier to code than text.
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PostPosted: Tue Jul 20, 2004 11:13 am    Post subject: Reply to topic Reply with quote

Actually, the system was designed so any client that supports it can do it. Just like the ?go command is converted into a packet by the client, a client (though not Continuum) could easily support a local command to convert the player's ?setobj into a packet.
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PostPosted: Tue Jul 20, 2004 1:39 pm    Post subject: Reply to topic Reply with quote

or better yet *objset could be converted... since he designed the server to support the compression why not make the client use it...

and while he's saving all that bandwith, he could also zlib compress all chat messages too
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PostPosted: Wed Jul 21, 2004 12:27 pm    Post subject: Reply to topic Reply with quote

how to use the lvz functions
Code: Show/Hide

object_target(p);  // set player objects will get sent to
object_target(NULL); // set all players to get objects

queue_enable(20); // put object id 20 (turn on) in queue to get sent
queue_disable(34); // put object id 34 (turn off) in queue to get sent
// both enable/disable automatically send if theres 20 objects (max) already in queue when u call them

toggle_objects(); // send all the objects in the queue
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PostPosted: Wed Jul 21, 2004 12:43 pm    Post subject: Reply to topic Reply with quote

if you toggle 20 objects all with 4 digit ids

using '*objset -1000,-1001,... ' = 2 + 4 + 7 + 6 *20 + 1 = 134 bytes
using object toggling packet = 2 + 4 + 2 * 20 = 46 bytes

~1/3rd the size
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PostPosted: Fri Jul 23, 2004 5:34 am    Post subject: Reply to topic Reply with quote

I think maybe the bot needs sysop to use what you are calling the 'object toggle packet'.

Using compression (zlib) on packets has been discussed and it's not worth it.

What I think should be done is to hijack the normal chat message packet.
After the terminating null of the message you could add packed information on what objects to toggle. You can use the chat target so the objects are only toggled per freq (currently impossible to do with only 1 packet). ASSS could be modified so this works c2s, at that point the server would have to translate it to normal toggle packets.

Toggling could be 'inlined' to the chat message for humans too:
"blah blah &+10" would send blah blah to pub chat and switch object #10 on, much like the %bongs. This would obviously require a modification to the client.
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PostPosted: Sat Jul 31, 2004 4:41 pm    Post subject: Reply to topic Reply with quote

<bump> would you mind if I put it up on my site for you? It would get it more exposure that way. And I need something new up there, Ive been making stuff not for public use lately and the site is getting stale.
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PostPosted: Sat Jul 31, 2004 5:32 pm    Post subject: Reply to topic Reply with quote

Ew it's Splody! sa_tongue.gif
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PostPosted: Sat Jul 31, 2004 8:43 pm    Post subject: Reply to topic Reply with quote

yeah everyone put it up on their site... it needs more exposure
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