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RAYfighter Novice

Age:54 Gender: Joined: Sep 04 2003 Posts: 47 Location: Slovak republic Offline
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Posted: Sat Apr 23, 2005 11:33 am Post subject: objon limits |
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Hi there,
(I tried to search down the forum for this question, but didnt find an answer)
Can I objon more than 1 objects in 1 command, aka *objon 1200,1201,1202 etc? And if so, what's the syntax and limits?
I want to use it for typing on the player's screen using letters images. The text should be 1liner, 50 chars long, updated regularly 1-2 times per hour. (on map object) How this could be done most effectively in the code?
thanks in advance
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CypherJF I gargle nitroglycerin

Gender: Joined: Aug 14 2003 Posts: 2582 Location: USA Offline
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Posted: Sat Apr 23, 2005 1:07 pm Post subject: |
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I'd imagine whatever the max length of a normal packet is; something around 512 bytes? Minus a header, so you should be safe with like a length of 480 bytes.. 'cept ya. That's my guess. :/ _________________ Performance is often the art of cheating carefully. - James Gosling
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Maverick

Age:40 Gender: Joined: Feb 26 2005 Posts: 1521 Location: The Netherlands Offline
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Posted: Sat Apr 23, 2005 1:52 pm Post subject: |
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http://wiki.minegoboom.com/index.php/Subgame wrote: | New command: *objset +/-<object id>,+/-<object id>,... - sets state of listed
map/screen objects. +<object id> shows object and -<object id> hides it. For
example "*objset +1,-20,+13" shows objects 1 and 13 and hides object 20.
Command is meant to replace *objon and *objoff commands and it can be sent
to player privately or to whole arena. Command is meant for humans to use, for
bots there is special packet for toggling objects states which is much more
efficient. See BuildLevel documentation for more info about the objects.
[Continuum 0.38+] |
_________________
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Muskrat Server Help Squatter

Age:38 Joined: Aug 24 2004 Posts: 829 Location: Swamp Offline
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Posted: Sat Apr 23, 2005 2:03 pm Post subject: |
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You should make a stock ticker while you're at it. Try to find out about moving the lvz with a bot, I can't seem to find too good of an explanation of it.
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Maverick

Age:40 Gender: Joined: Feb 26 2005 Posts: 1521 Location: The Netherlands Offline
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Posted: Sat Apr 23, 2005 2:10 pm Post subject: |
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Mervbot already has that:
void clear_objects(); ==> Clears all objects set
void object_target(Player *p); ==> Set target of toggle_objects()
void toggle_objects(); ==> Toggle all objects set with queue_enable and queue_disable. This works with packets, not with *objset.
void queue_enable(int id); ==> Set a certain object into queue to be toggled on
void queue_disable(int id); ==> Set a certain object into queue to be toggled off
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Cyan~Fire I'll count you!

Age:37 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Sat Apr 23, 2005 2:12 pm Post subject: |
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Did he say MERVBot? _________________ This help is informational only. No representation is made or warranty given as to its content. User assumes all risk of use. Cyan~Fire assumes no responsibility for any loss or delay resulting from such use.
Wise men STILL seek Him.
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Maverick

Age:40 Gender: Joined: Feb 26 2005 Posts: 1521 Location: The Netherlands Offline
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Posted: Sat Apr 23, 2005 2:13 pm Post subject: |
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Cyan~Fire wrote: | Did he say MERVBot? | Did he say he didn't?
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Muskrat Server Help Squatter

Age:38 Joined: Aug 24 2004 Posts: 829 Location: Swamp Offline
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Posted: Sat Apr 23, 2005 2:26 pm Post subject: |
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Yes, Mervbot.
And when I said moving objects I meant just that.
from clientprot.h
// Continuum object modification
// c2s (Object modify) 0a <pid(2)> <subtype=36(1)> <array of modifiers>
enum _ObjectLayers
{
LAYER_BelowAll,
LAYER_AfterBackground,
LAYER_AfterTiles,
LAYER_AfterWeapons,
LAYER_AfterShips,
LAYER_AfterGauges,
LAYER_AfterChat,
LAYER_TopMost,
};
enum _ObjectModes
{
MODE_ShowAlways,
MODE_EnterZone,
MODE_EnterArena,
MODE_Kill,
MODE_Death,
MODE_ServerControlled,
};
typedef struct /* 11 by */
{
BYTE change_xy : 1; // what properties to change for this object
BYTE change_image : 1;
BYTE change_layer : 1;
BYTE change_time : 1;
BYTE change_mode : 1;
BYTE reserved : 3;
WORD mapobj : 1;
WORD id : 15;
WORD x, y; // for screen objects, upper 12 bits are value, lower 4 are relative to what corner
BYTE image;
BYTE layer;
WORD time : 12; // 1/10th seconds
WORD mode : 4; // 0=AlwaysOn 5=ServerControlled
} lvzObject;
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D1st0rt Miss Directed Wannabe

Age:37 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Sat Apr 23, 2005 7:03 pm Post subject: |
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ASSS has a command, ?moveobject that can move lvzs around  _________________
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Muskrat Server Help Squatter

Age:38 Joined: Aug 24 2004 Posts: 829 Location: Swamp Offline
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Posted: Sat Apr 23, 2005 10:53 pm Post subject: |
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Duh. I wanna know how to do it with Mervbot.
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Maverick

Age:40 Gender: Joined: Feb 26 2005 Posts: 1521 Location: The Netherlands Offline
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Posted: Sun Apr 24, 2005 8:05 am Post subject: |
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Muskrat wrote: | Duh. I wanna know how to do it with Mervbot. |
But that means the bot (mervbot in this case) should
1) download the lvz from the server
2) open the lvz
3) change values (moving the lvz)
4) saving lvz
5) uploading lvz
6) optional: recycling arena for all players to take effect
?
Or am I missing something here
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sun Apr 24, 2005 8:55 am Post subject: |
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I think the max length for a chat message is approximately 240 characters.
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Cerium Server Help Squatter

Age:42 Gender: Joined: Mar 05 2005 Posts: 807 Location: I will stab you. Offline
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Posted: Sun Apr 24, 2005 2:54 pm Post subject: |
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Whats the object count for?
And out of curiosity, why dont you specify that the map_obj value only be the high bit in the id?
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Sun Apr 24, 2005 4:09 pm Post subject: |
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Quote: | Whats the object count for? |
So you can pass an Obj array.
Quote: | And out of curiosity, why dont you specify that the map_obj value only be the high bit in the id? |
Because I don't like to expose bit-stuff to the bot coder. They should not have to care how the packet is organized. It's much easier from the code point of view--in most cases--to have them be separate values.
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-Smong- Guest
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Posted: Sun Apr 24, 2005 4:57 pm Post subject: |
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I think this topic should get split. The original poster most likely intended to use a macro. Why did some people turn it into a moving lvz and bot thread?
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D1st0rt Miss Directed Wannabe

Age:37 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Sun Apr 24, 2005 5:05 pm Post subject: |
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Because it's far more interesting
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Muskrat Server Help Squatter

Age:38 Joined: Aug 24 2004 Posts: 829 Location: Swamp Offline
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Posted: Sun Apr 24, 2005 5:20 pm Post subject: |
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And I suggested that he use that method for his plugin, if he can find out about it.
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Mon Apr 25, 2005 6:12 pm Post subject: |
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-whack- this is lvz forum, he never mentioned a bot or a plugin.
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Muskrat Server Help Squatter

Age:38 Joined: Aug 24 2004 Posts: 829 Location: Swamp Offline
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Posted: Mon Apr 25, 2005 11:50 pm Post subject: |
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Well I dont think hes going to be writing text on screen with lvz using *objset. :\ To write text he's going to need some sort of bot or module. Otherwise he'd just make 1 lvz of all the text.
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Muskrat Server Help Squatter

Age:38 Joined: Aug 24 2004 Posts: 829 Location: Swamp Offline
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Posted: Fri May 13, 2005 10:05 pm Post subject: |
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I've tried to emulate most of the AS3 object modifying commands, haven't added changing to screenobjects yet.
objmodify.rar - 17.66 KB
File downloaded or viewed 19 time(s)
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