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Server Help | ASSS Wiki (0) | Shanky.com
how many repels does this Player have?

 
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VampZ
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PostPosted: Wed Feb 05, 2003 10:22 pm    Post subject: how many repels does this Player have? Reply to topic Reply with quote

p->repel seems to always be zero regardless of how many repels player p has icon_sad.gif What does this represent and what would I need to do to see how many repels Player p has?
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SOS
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PostPosted: Wed Feb 05, 2003 11:31 pm    Post subject: Reply to topic Reply with quote

The bot needs to see the extra position data for that.
There is a server.ini setting that says if mod/smod/sysop can view it.
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VampZ
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PostPosted: Sun Feb 09, 2003 12:18 am    Post subject: Reply to topic Reply with quote

in server.ini I have:

PositionDataAccess=2
//if 0, sysops see player stats in spec. If 1, smods/sysops can. If 2, then mod/smods/sysops can

the bot is an smod and p->repel is always 0 still

if this isn't the setting then what is the proper one? thx in advance
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SOS
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PostPosted: Sun Feb 09, 2003 2:10 am    Post subject: Reply to topic Reply with quote

I talked to Catid, because I tyhink this is a bug and he said "Maybe", so... maybe he has put up a fix already?
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PostPosted: Sun Feb 09, 2003 1:05 pm    Post subject: Reply to topic Reply with quote

Without looking at Catid's source, and going by how the packets work, you actually have to be specing near/on that person to get their extra information. So if your bot is just specing around A1, he'll never get anyone's extra info. If he sits at J10, he'll only get those that come by pretty close to it. Your best method would be every half a second or so, spec the next person in the list.
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VampZ
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PostPosted: Sun Feb 09, 2003 2:31 pm    Post subject: Reply to topic Reply with quote

is there a way of donig this with MERV bot and if so, how? thx in advance again.
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SOS
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PostPosted: Sun Feb 09, 2003 3:58 pm    Post subject: Reply to topic Reply with quote

Catid's bot cycles all the players, so it should work... but I think it cycles too fast(I remember a 1-2 second delay till I got the special data, hmm?)
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Mine GO BOOM
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PostPosted: Sun Feb 09, 2003 5:00 pm    Post subject: Reply to topic Reply with quote

The way it works packet wise: You request to spec on Bob. The server will now send you Bob's position packet (normal). You now send your own position packets where bob was at, and all of future bob's position packets will now have extra info while your near him.

Way i handled this in my own bot core: Every second, the bot checks all people that are currently in a ship, and checks a variable set to the last time you got extra info from a player. Whoever has the oldest time, i will now spec on them (unless already on them). So once i get their position info, he won't be the oldest info i have on people, so the next cycle of checking, i now will spec another person.
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VampZ
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PostPosted: Sun Feb 09, 2003 7:59 pm    Post subject: Reply to topic Reply with quote

what code is required in merv to "spec" a player?
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SOS
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PostPosted: Mon Feb 10, 2003 12:23 am    Post subject: Reply to topic Reply with quote

Ah, yes, so MERV is cycling too fast sa_tongue.gif
VampZ: It's somewhere in host.cpp, function should have a name with "spectate" something in it.
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