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My Best Continuum Idea Yet!

 
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Quan Chi2
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PostPosted: Thu Jul 21, 2005 6:08 pm    Post subject: My Best Continuum Idea Yet! Reply to topic Reply with quote

Get this you guys!!


MULTIFIRE BOMBS!!!!!!!

That would be great!
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50% Packetloss
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PostPosted: Thu Jul 21, 2005 7:39 pm    Post subject: Reply to topic Reply with quote

You could probably do it with asss, when a player fires a bomb then it can send 2 more packets for bombs. A player couldnt turn it off through, unless a command was made for it.
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Mr Ekted
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PostPosted: Thu Jul 21, 2005 7:52 pm    Post subject: Reply to topic Reply with quote

It would make the firing ship twitch on all other clients, and the firing client wouldn't see the proper effect (or take damage if they were within range).
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Dr Brain
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PostPosted: Thu Jul 21, 2005 10:16 pm    Post subject: Reply to topic Reply with quote

Yah, they'd twich.

You could make it show up properly on the firing client's screen, though. Just send the two extra packets to the firing client along with the rest of the arena.
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i88gerbils
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PostPosted: Thu Jul 21, 2005 10:34 pm    Post subject: Reply to topic Reply with quote

Probably best made as a sort of "demon ship" scenario.
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Quan Chi2
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PostPosted: Fri Jul 22, 2005 4:17 pm    Post subject: Reply to topic Reply with quote

hmmmm good points
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Chambahs
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PostPosted: Fri Jul 22, 2005 9:43 pm    Post subject: Reply to topic Reply with quote

hmmm

(writes in the todo list)
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D1st0rt
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PostPosted: Sat Jul 23, 2005 11:57 am    Post subject: Reply to topic Reply with quote

You mean whine at someone else until they tell you its not worth it?
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PostPosted: Sat Jul 23, 2005 12:36 pm    Post subject: Reply to topic Reply with quote

Mr Ekted wrote:
It would make the firing ship twitch on all other clients

Not if you set it up correctly. If you send the first bomb packet correctly, then send the two other angles after it with a timestamp set before the original packet, Continuum will not draw the old packets but still apply their weapons correctly.
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Quan Chi2
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PostPosted: Sat Jul 23, 2005 9:26 pm    Post subject: Reply to topic Reply with quote

:O
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PostPosted: Sun Jul 24, 2005 1:16 am    Post subject: Reply to topic Reply with quote



I got it displaying on the client's screen correctly but it only displays on other people screens sometimes, which is unacceptable. I fear I may have to put it into the game module rather than make it a seperate module for it to work correctly.
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Chambahs
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PostPosted: Tue Jul 26, 2005 9:55 am    Post subject: Reply to topic Reply with quote

0.o bak gimme when your done so i can test too tongue.gif
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Cerium
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PostPosted: Tue Jul 26, 2005 12:19 pm    Post subject: Reply to topic Reply with quote

It may be some kind of fast-bomb detection?

Dunno if this helps, but whenever Ive used the fast bomb trick in chaos, other players tend to ignore the second/third bomb. Could be lag though.
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Spyed
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PostPosted: Wed Aug 03, 2005 5:02 am    Post subject: Reply to topic Reply with quote

It would be better if you had like chaf that came out of the back of the ship which would send bombs off your trail and onto another heat source. First you'd need heat seaking bombs though
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aussie243
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PostPosted: Sat Dec 10, 2005 3:54 am    Post subject: Reply to topic Reply with quote

why dont you just change the bomb and bullet graphic arond and change the bomb and bullet damage around.
that way there shouldn't have problems but you wont be able to have muti fire bullets and there would be a lot to change in the cfg, and bombs and bullet fire keys would be opist but that way should work well i think
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PostPosted: Sat Dec 10, 2005 9:17 am    Post subject: Reply to topic Reply with quote

aussie243 wrote:
why dont you just change the bomb and bullet graphic arond and change the bomb and bullet damage around.
that way there shouldn't have problems but you wont be able to have muti fire bullets and there would be a lot to change in the cfg, and bombs and bullet fire keys would be opist but that way should work well i think

  1. Bullets are small objects in which you cannot change their collision radius.
  2. Bullets don't have proximity, nor shoot shrapnel when exploding.
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tcsoccerman
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PostPosted: Sat May 03, 2008 10:55 pm    Post subject: Reply to topic Reply with quote

bak- how did you know when a bullet/bomb was fired? Was this ever finished.
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Bak
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PostPosted: Sun May 04, 2008 4:36 am    Post subject: Reply to topic Reply with quote

you can use i_net to register a packet handler function for any type of packet. Listen for the player position packet and than examine if a weapon is being fired.
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blue monday
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PostPosted: Sun May 04, 2008 4:26 pm    Post subject: Reply to topic Reply with quote

My great idea was heat seeking bombs... Ahhh yes..
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