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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 Jul 19, 2004 12:45 am Post subject: scoreboard lvz plugin |
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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
File downloaded or viewed 99 time(s)
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Underlord Novice
Gender: Joined: Feb 17 2004 Posts: 55 Offline
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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 Jul 19, 2004 3:05 pm Post subject: |
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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
File downloaded or viewed 41 time(s)
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CypherJF I gargle nitroglycerin

Gender: Joined: Aug 14 2003 Posts: 2582 Location: USA Offline
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Posted: Mon Jul 19, 2004 5:43 pm Post subject: |
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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 ^-^ _________________ Performance is often the art of cheating carefully. - James Gosling
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Versetti Novice

Gender: Joined: Jan 05 2004 Posts: 54 Offline
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Posted: Mon Jul 19, 2004 7:08 pm Post subject: |
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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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Bak ?ls -s 0 in

Age:26 Gender: Joined: Jun 11 2004 Posts: 1826 Location: USA Offline
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Posted: Tue Jul 20, 2004 1:08 am Post subject: |
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why would priitk design a system to interact with bots and not players... seems silly
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Tue Jul 20, 2004 1:23 am Post subject: |
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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. _________________ 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: Tue Jul 20, 2004 11:13 am Post subject: |
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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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Bak ?ls -s 0 in

Age:26 Gender: Joined: Jun 11 2004 Posts: 1826 Location: USA Offline
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Posted: Tue Jul 20, 2004 1:39 pm Post subject: |
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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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Underlord Novice
Gender: Joined: Feb 17 2004 Posts: 55 Offline
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Underlord Novice
Gender: Joined: Feb 17 2004 Posts: 55 Offline
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Posted: Wed Jul 21, 2004 12:43 pm Post subject: |
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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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-Smong- Guest
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Posted: Fri Jul 23, 2004 5:34 am Post subject: |
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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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ExplodyThingy Server Help Squatter
Age:38 Gender: Joined: Dec 15 2002 Posts: 528 Location: Washington DC Offline
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Posted: Sat Jul 31, 2004 4:41 pm Post subject: |
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<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. _________________ There are no stupid question, but there are many inquisitive idiots.
Loot
Dr Brain> I hate clean air and clean water. I'm a member of Evil Conservitive Industries
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Solo Ace Yeah, I'm in touch with reality...we correspond from time to time.

Age:37 Gender: Joined: Feb 06 2004 Posts: 2583 Location: The Netherlands Offline
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Posted: Sat Jul 31, 2004 5:32 pm Post subject: |
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Ew it's Splody!
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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: Sat Jul 31, 2004 8:43 pm Post subject: |
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yeah everyone put it up on their site... it needs more exposure
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