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Server Help Community forums for Subgame, ASSS, and bots
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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 May 28, 2006 1:57 pm Post subject: |
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If you want someone to "drop" a warp destination with a command , you can use lvz moving for the graphic. There's many possibilities for interesting transportation systems for between teammates or as fixed elements in the zone.  |
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Animate Dreams Gotta buy them all! (Consumer whore)

Age:38 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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Posted: Mon May 29, 2006 6:18 pm Post subject: |
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Well, the way it's set up, initial and maximum energy is the same. But there isn't a way to just deal damage to a player, is there? But then, there is that one green, energy depletion, I suppose I could prize that green at the same time that I warped them. Although, at the moment, I can't figure out how to prize that green. I guess that's probably what you're talking about, though, and that's not a bad idea. The only problem I have is the ships don't have the fastest recharge, but then again, it's probably more fair that way.
On a side note, I don't suppose it's possible to set up a way to auto-detonate bombs, is there? The kind of detonation I mean is... well, imagine the bombs from StarFox 64. You press B, then press it again, and it detonates. I don't really need it, and I've already forgotten the use I forgot for it, but whatever, I just want to know if it's possible.
Oh, and that line from Ekted made me think, too lazy to properly quote, "If you send a position packet TO the client that it's for, the client will accept is as its own position/etc? Interesting. So you can turn on stuff like xradar/stealth/etc?"
I thought, maybe you could write a module to turn XRadar off as soon as the player turned it on. The effect would have that of being able to, I don't know, use sonar to find cloakers. Maybe it would make for a good cloaking event. But probably only if you could limit how many times they could ping their X. Whatever, I'm not going to do anything with it.
And oh, Muskrat, if those many possibilities truly interest you, I wouldn't mind if you detailed them. |
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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 May 29, 2006 8:07 pm Post subject: |
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*prize #-13
I cant think of a way to make a bomb detonate without a fake player. |
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Animate Dreams Gotta buy them all! (Consumer whore)

Age:38 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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Posted: Thu Jun 15, 2006 11:57 pm Post subject: |
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Alright, new ideas. Here's how this is going to work: I'm going to tell you what I want to pull off, and you guys tell me what I should be reading. Give me examples of similar modules, and show me which files in the asss source I should familiarize myself with, then I thank you and print off the files so I can take them to work with me. Okay, here's the explanation:
I will probably have something like rotating maps. Basically, I've assumed that as a player enters the zone, I will have a module to automatically ?send him/him to the arena that is currently being played. As the game(CTF, probably set to 10-20 minutes) comes near an end, a module will ask them which map they want to play next. They will vote, and when the game ends, they will all be ?sent to the corresponding arena, and players entering the zone will now be redirected to this new arena. Past that, there are going to be more options than just the maps... the voting module will also have a choice "event", which will let them play an event instead. Events will be like the ones seen on the popular MERV bot. (I'm already looking through Cham and Smong's elim.py module) I'm not sure exactly how I'm going to do this part, I'll probably have a separate arena for the events, but I think it would be cool to have the events hosted in one of the pub maps. Needless to say, I'm not going to have the bot reset their score. That's just an idea, I'll probably end up just having them in a separate event arena. Since it will be the voting module running all this, the events will pretty much be mandatory.
Issues this raises:
With the normal game being put on pause to play events, people can't just play pub if they want. Even though it may annoy some people, I'd still like to try this out... if enough people don't like it, I'd just do events the normal way, I suppose. Or, an alternative would be to have the pub events. At first, I would just have your standard death match, first to however many kills wins. So in the voting module, it would just come up as a choice to the players... press 1 for this map, 2 for this map, 3 if you'd like to play DM instead.... This would mean that no one would ever have to come in the zone and wait for an event to be over, as well; players could join even if the event had been going for a few minutes, they'd just be at a disadvantage.
Also, their kills/deaths? Is there a way to have that information to stay even when switching between subarenas? If not, I can just put it in a ?stats query, I suppose. Which is something I want to do anyway, to store things like, total flags scored, wins and losses in flag games, also keep a record of their event wins and losses, probably even rank them this way. This way a player could tell if they were the best elim player or sniper dueler ever, stuff like that. If it matters, I'm already using the mysql database module.
These are the only major issues that I've thought of, or at least that I'm remembering now. I'm going to hop in bed. Oh, and if there's some stuff in this post that seems dumber than normal, it's because I'm tired.... Anyway, if you guys could give me some places to look, that would be awesome. |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Fri Jun 16, 2006 6:54 am Post subject: |
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I don't think you need to pause the pub game to run events in pub. Did you ever play in Battlefield? They had events in pub as well as the flagging game. So for example either at a random time or after a yes/no vote you have 10min to get the most kills inside that time period (deathmatch). Of course this method wouldn't work very well with elim or spiders/zombies.
Since I never wrote the pub changer, I never thought of the problem that your score wouldn't follow you. The way I would have done it would be to write the new mapname to arena.conf and then recycle the arena. Recycling the arena works on all clients, not just cont (unlike /?sendto). |
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Animate Dreams Gotta buy them all! (Consumer whore)

Age:38 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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Posted: Fri Jun 16, 2006 6:52 pm Post subject: |
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| Well, even though I'm not worried too much about what will happen to non-continuum users, I do like the rewriting arena.conf idea. I assume the players won't have to re-download the maps every time? It only makes sense, but I figure I should check. No, I never saw Battlefield. And what did you mean by not having the pub game stop? I plan on having it change from CTF to DM, kinda... well, imagine Quake, you play a standard death match one time, and then you just change the win requirements. Obviously I don't want things like Elim since the players would have to wait to join the game... so I'm really not sure how I'm going to handle other events. Of course, some events will just be the standard kind, but I'd like most of the events to be automated. What exactly would I use to rewrite the arena,conf? I mean, what interface do I need? |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Fri Jun 16, 2006 9:31 pm Post subject: |
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| I would try the I_CONFIG interface, SetStr and with the temporary flag set to true (so it doesn't actually write, making the file bigger an bigger). Also the arenaman interface for the recyclearena. And no, players will only have to download each map once as usual. |
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Protoman Novice
Age:35 Gender: Joined: Jun 16 2005 Posts: 34 Location: Canada Offline
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Posted: Sat Jun 17, 2006 11:10 pm Post subject: |
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| How about a bomb that when shot , goes off after a certain amount of time , dosen't need to hit the wall to cause shrap. |
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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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Chambahs Power attack

Joined: Jun 19 2005 Posts: 820 Offline
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Posted: Sun Jun 18, 2006 10:23 am Post subject: |
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| So to sum everything up, YES asss can do that. |
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Protoman Novice
Age:35 Gender: Joined: Jun 16 2005 Posts: 34 Location: Canada Offline
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Posted: Sun Jun 18, 2006 2:16 pm Post subject: |
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So then, I ask, where is this uberleet zone with all these cool features?  |
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Animate Dreams Gotta buy them all! (Consumer whore)

Age:38 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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Posted: Sun Jun 18, 2006 6:25 pm Post subject: |
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Haha. Right now, my excuse is that I'm learning, and none of those features are in yet. I'm working on it, though... I've been trying to read through autoturret.c, but to tell the truth, I can't make heads or tails of what's going on in there. I've been looking through some other modules, and I actually understand, I'd say, 95% of the elim.py module, so I think I can add the multiple maps and the voting I was talking about, without too much extra learning. There are still a few things I don't know how I'm going to do, like, add a time limit to my game and get the voting part t go off at a certain time before the game ends, tiny things like that... shouldn't be too hard. As for a lot of the other ideas... um, well, those may even have to wait until I can take some computer classes in python and C., which would be like August or September when I start college again.
As for where my actual zone is, it doesn't show up on the zone list and I'm not really sure why, but I haven't bothered to give it any thought. I guess I could post my IP and port on here, but... uhm, I've got to clean up some things first, where I'm using people's copyrighted material(shipsets, maps, etc.) I figure it's fine when i'm just testing things to see what it's going to be like when I actually do get my own stuff, but if I'm going to put the IP out in a public place....
Okay, think I cleaned it all up... here's the IP and port: 24.183.192.104:4000
There's really not much of anything done, but I suppose you could go play with ships 1-3 if you wanted. Those ships are about 3/4ths done, but I've kind of forgotten about tweaking them the rest of the way until I get a little bit done on the other ships, so I really know how they're going to mix. |
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Sun Jun 18, 2006 7:35 pm Post subject: |
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Make sure the directory module is uncommented in modules.conf. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me |
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Chambahs Power attack

Joined: Jun 19 2005 Posts: 820 Offline
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Animate Dreams Gotta buy them all! (Consumer whore)

Age:38 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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Posted: Mon Jun 19, 2006 8:58 pm Post subject: |
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Okay, my original plan was to write a module that would let them vote which map they wanted to play, then if they wanted to play CTF or deathmatch, or anything else I come up with, and then the module would change the map and set up whatever settings were needed for those things. But thinking about it, it would make much more sense to have the vote module just call the CTF module, or the deathmatch module, and then whenever they are done with their game, call the voting module, right? I figure I'll still have to modify the CTF and elim modules, but probably not as much, and it would probably be easier to understand than having one uber module. Well, I don't know how to call a module from a module. Anyone wanna help me out there?
Oh, and lol, all I had to do was uncomment directory... wonder why I haven't seen that in anything I've read? |
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Chambahs Power attack

Joined: Jun 19 2005 Posts: 820 Offline
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Posted: Mon Jun 19, 2006 10:48 pm Post subject: |
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| Ani, you are trying to do what i tried to do. Trust me its muchhhhh less complicated just using my arena swapper module and attaching modules to the arenas. The only problem is that you wont have a staff member on to switch arenas whenever players want to play something else. |
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Animate Dreams Gotta buy them all! (Consumer whore)

Age:38 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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Posted: Mon Jun 19, 2006 10:57 pm Post subject: |
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| I don't know how to do that and keep zone stats like kills and deaths global across arenas. My only problem is getting the vote module to start the CTF module, really. I'm pretty sure I can come up with a way to have the vote module start once a CTF game ends. |
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Chambahs Power attack

Joined: Jun 19 2005 Posts: 820 Offline
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Posted: Tue Jun 20, 2006 7:58 am Post subject: |
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| Well pretty much the only way you are going to be able to do that is to put it into one huge module, which is both bad and more time consuming. The reason why we avoided this was because of debugging and alot of other shit. One way you can do it, is by using true/false at the beggining and end of games to turn on/off voting, and other modules. |
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Tue Jun 20, 2006 8:22 am Post subject: |
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| If you're going to recycle the arena anyway, just swap in and out the auto attach settings. |
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Animate Dreams Gotta buy them all! (Consumer whore)

Age:38 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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Posted: Wed Jun 21, 2006 9:52 pm Post subject: |
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| Ok, this isn't ASSS related, but... can you guys think of a way to give a ship a 1 hit kill without using EMP? I just used EMP so I could up the damage percent and use an L1 bomb... but I want someone else to have EMP. I don't want to give the sniper a higher bomb level because the blast radius would be too high. Any suggestions? |
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Wed Jun 21, 2006 10:10 pm Post subject: |
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| Higher bomb level wouldn't change the damage anyway. The only thing I can think of would be a level 2 thor. |
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Cyan~Fire I'll count you!

Age:38 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Thu Jun 22, 2006 10:21 am Post subject: |
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Higher bomb level does change the damage, just not in a direct way. An explosion at the same point for an L2 bomb will do more damage than one with an L1 bomb. _________________ 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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Chambahs Power attack

Joined: Jun 19 2005 Posts: 820 Offline
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Posted: Thu Jun 22, 2006 11:31 am Post subject: |
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| Give it a shitload of shrap that only lasts 2 seconds. |
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Animate Dreams Gotta buy them all! (Consumer whore)

Age:38 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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Posted: Thu Jun 22, 2006 8:28 pm Post subject: |
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| Cham, shrap alive time goes by bullet alive time, I'm pretty sure. |
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Chambahs Power attack

Joined: Jun 19 2005 Posts: 820 Offline
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Posted: Thu Jun 22, 2006 9:12 pm Post subject: |
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| Ok then, make the settings for the shrap damage something huge in the 1/4th seconds, i forget the setting name. You'll know what im talking about if you look. |
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