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Server Help | ASSS Wiki (0) | Shanky.com
But, can ASSS do this? =o
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Animate Dreams
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PostPosted: Fri Jun 23, 2006 12:00 am    Post subject: Reply to topic Reply with quote

Yes, I do, but that still leaves shrap sitting there for a while. Also, there's no guarantee that the ship will hit all the shrap. If you try it, it never works out.
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Chambahs
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PostPosted: Fri Jun 23, 2006 8:54 am    Post subject: Reply to topic Reply with quote

Thats why you gotta beef up the damage and count, then it wont matter if shrap will sit there because it will only hurt for that 1/4th second. I guess your right tho, if you cant find another way, just try to make a module that does it....
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PostPosted: Fri Jun 23, 2006 6:42 pm    Post subject: Reply to topic Reply with quote

Proximity Bomb Mines

As the title says.

You drop a mine. And it has a certain radius that could be 10-15 Tiles.

If an enemy ship comes within that radius, the mine turns into a bomb and gets shot at the player.
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Smong
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PostPosted: Fri Jun 23, 2006 7:12 pm    Post subject: Reply to topic Reply with quote

Proximity Bomb Mines, right, "homing mines" sounds better. This is possible, but not entirely straight forward. Depending how it's implemented, it could look glitchy.
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PostPosted: Fri Jun 23, 2006 7:29 pm    Post subject: Reply to topic Reply with quote

EMP Delayed Charge

Lay a mine and get the hell away. After x Seconds/Minutes Mine goes off disabling anything withing 1 grid of itself.

Special for a ship , can only be used if you get it in a green.

Once you lay the mine and it goes off your bombs are stripped from that ship or could they be downgraded and only lets say , L3 Are the EMP?
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PostPosted: Fri Jun 23, 2006 9:33 pm    Post subject: Reply to topic Reply with quote

Lol, Protoman, are you just giving me ideas? That's fine, but if you're trying to answer one of my questions, I don't know which one. O_o Anyway, that last one reminds me of something I'm going to try to use... I think the DemoMan is going to have a "frag grenade", basically you drop a timed burst. Although, depending on the map, it may not be useful. Concussion grenades just do damage and repel you. I do need more ideas for more different grenades, though....

Anyone got any ideas on how to do a medic ship? I was thinking, prize every ship within a certain radius extra recharge, and then deprize it after a certain time or after it leaves the radius of the medic... Or maybe the medic could do something to activate the extra recharge, I really don't know how that would work. Any ideas?
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Chambahs
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PostPosted: Sat Jun 24, 2006 1:33 am    Post subject: Reply to topic Reply with quote

Well smong coded the pirates zone so that it can tell who is next to one of the merchant ships. So my best bet would be to ask him how he used the player position data to find out who the players are surrounding, then you could just use that and make it add prizes to the people around the "medic"
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PostPosted: Sat Jun 24, 2006 4:53 pm    Post subject: Reply to topic Reply with quote

Sounds good, um... Smong? Care to give me some example code?
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PostPosted: Sat Jun 24, 2006 9:09 pm    Post subject: Reply to topic Reply with quote

Ok, new question... how to best prize the warbird prox when it spawns? There's no CB_SPAWN, and nothing else seems to fit... by any chance, would using CB_KILL work?
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Chambahs
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PostPosted: Sun Jun 25, 2006 1:37 am    Post subject: Reply to topic Reply with quote

You can read/use my as.py module, actually, lemme post it and pick out exactly what it does:

Code: Show/Hide
from asss import *

game = get_interface(I_GAME)
objs = get_interface(I_OBJECTS)

def initial(p):
    if p.ship == SHIP_JAVELIN:
   game.GivePrize(p, PRIZE_MULTIFIRE, 1)
   game.GivePrize(p, PRIZE_BOUNCE, 1)
   objs.Toggle(p, 333, 1)
    elif p.ship == SHIP_SPIDER:
   game.GivePrize(p, PRIZE_PROX, 1)
    elif p.ship == SHIP_LEVIATHAN:
   game.GivePrize(p, PRIZE_BOUNCE, 1)
    elif p.ship == SHIP_LANCASTER:
   game.GivePrize(p, PRIZE_BOUNCE, 1)

def paction(p, action, arena):
    if action == PA_ENTERGAME and p.ship != SHIP_SPEC:
        initial(p)

def shipchange(p, newship, newfreq):
    if newship != SHIP_SPEC:
        initial(p)

def make_respawn_timer(initial_, interval, p):
    def respawn_timer():
        initial(p)
        p.as_respawntimer = None
        return 0
    return set_timer(respawn_timer, initial_, interval)

def kill(arena, killer, killed, bty, flags, pts, green):
    killed.as_respawntimer = make_respawn_timer(450, 1000, killed)
    return pts, green


def mm_attach(arena):
    arena.as_cb1 = reg_callback(CB_PLAYERACTION, paction, arena)
    arena.as_cb2 = reg_callback(CB_SHIPCHANGE, shipchange, arena)
    arena.as_cb3 = reg_callback(CB_KILL, kill, arena)

def mm_detach(arena):
    arena.as_cb1 = None
    arena.as_cb2 = None
    arena.as_cb3 = None



Pretty much the 3 major parts that do all the work are these:

Code: Show/Hide
def initial(p):
    if p.ship == SHIP_JAVELIN:
   game.GivePrize(p, PRIZE_MULTIFIRE, 1)
   game.GivePrize(p, PRIZE_BOUNCE, 1)
   objs.Toggle(p, 333, 1)
    elif p.ship == SHIP_SPIDER:
   game.GivePrize(p, PRIZE_PROX, 1)
    elif p.ship == SHIP_LEVIATHAN:
   game.GivePrize(p, PRIZE_BOUNCE, 1)
    elif p.ship == SHIP_LANCASTER:
   game.GivePrize(p, PRIZE_BOUNCE, 1)

For example, in this snippet, if p.ship == javelin, it will prize bounce and multifire.

Code: Show/Hide
def paction(p, action, arena):
    if action == PA_ENTERGAME and p.ship != SHIP_SPEC:
        initial(p)

If paction (player action) is entering the zone, and the player's ship isnt in spec, then carry on with the prizing of the respectable ship.

Code: Show/Hide
def shipchange(p, newship, newfreq):
    if newship != SHIP_SPEC:
        initial(p)

If a player changes a ship and it doesnt equal to spec, then carry on with the prizing again.

Conclusion:

This is a very simple module, and Im not trying to make you sound like a newb the way I described things, but hey, if someone else is reading this post and doesnt know, they just got a free lesson icon_razz.gif

PS: The module is done and it works, so feel free to just plug and play. icon_smile.gif
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Smong
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PostPosted: Sun Jun 25, 2006 7:17 am    Post subject: Reply to topic Reply with quote

I think the respawn timer is important too. I tried to get a more robust C implementation of it added to asss but grel didn't accept it for some reason.

To find out who is near a certain player you need to loop over all the players. Ignore players not in the same arena, in spec, etc. Then with the valid players check the distance between them and the player you chose first. Asss can give you the player positions and you can use some pythagoras to get the distance.
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PostPosted: Fri Jul 07, 2006 3:29 am    Post subject: answer Reply to topic Reply with quote

Answer to medic ship... well i shouldnt answer it... but ask gameplay, he has one in ssci-a eternal dev or w.e.
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PostPosted: Sat Jul 08, 2006 11:14 pm    Post subject: Reply to topic Reply with quote

Thanks, finally got around to putting this in, and it works. And while I'm at it, Smong, I upgraded to 1.4.3, and your CTF module doesn't broadcast flag scores anymore. It still announces victories, but not the individual scoring. Is that something relating to the upgrade, or did I unattach a module it uses?I've been messing with the scoring modules, but I tried to put it back the way it was, and I'm still not getting them. I looked through the source, and I don't remember you using another scoring module, although I guess since you're using flagcore.c you could be using the same scoring modules it does.
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PostPosted: Sun Jul 09, 2006 11:47 am    Post subject: Reply to topic Reply with quote

You probably didn't copy the settings over, I think there are some new ones so end of game and individual captures can score differently.
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PostPosted: Sun Jul 09, 2006 10:08 pm    Post subject: Reply to topic Reply with quote

Even though this is unrelated to ASSS... if any of you has a good idea on how to do a Pyro, that would be awesome. DS has their FireBat, but I don't want to just copy a ship. And more importantly, I want it to be able to do something cool. Like Pyroclastic(is that even a word?) grenades, or being able to set up a wall of fire, or something. I've been thinking about this and this is the only ship I don't truly know what to do with.

Protoman, this is your chance!
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Chambahs
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PostPosted: Mon Jul 10, 2006 12:20 am    Post subject: Reply to topic Reply with quote

Whats more cool than a wall of fire, is the square bricks that asss can use. Trap the nme in a box and have everyone own em
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PostPosted: Mon Jul 10, 2006 12:26 am    Post subject: Reply to topic Reply with quote

those were fun in hyperspace.. until brain took em out recently icon_sad.gif
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PostPosted: Mon Jul 10, 2006 12:33 am    Post subject: Reply to topic Reply with quote

Wall of fire, you can ask brain how he did the whole fake player surrounding and shooting/using weapons, so its possible if you just put them in a line and have them shoot bombs/guns vertically toward each other and put them on the same freq.
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PostPosted: Mon Jul 10, 2006 12:53 am    Post subject: Reply to topic Reply with quote

That was actually D1st0rt. But you may get a wall of fire effect with replacing the mine graphics.
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PostPosted: Tue Jul 18, 2006 9:00 pm    Post subject: Reply to topic Reply with quote

Okay, this question is map related... but are there any maps or groups of maps that are, um... I don't know what to call them, but you could use the maps without having to ask the creator's permission? Public licensed maps. There are all kinds of modules and bot plugins out there to use, but the only maps I've found have been on SSDL, and those seemed to be .zip files of old zone maps that I'm sure aren't appropriate to use on a public zone. One of the bigger problems in zone making(for me) has been that no one is going to want to create a fully functioning map when there's nothing to show for the zone. Not that I blame them, who wants to work for someone who's too lazy to actually finish their zone? This goes for more than a map, but graphics, sounds, and all the other things that go into a zone. Although those are never as necessary as maps. Anyway, if there are no current archives of free-use maps, would one of you be kind enough to donate me one to use during testing at least? I am going to have one of my friends make me a map once I get a lot of the other stuff working, but it would be nice to test sets in the mean time to have something better than the map that comes with the fg_ctf plugin(Nothing against you, Smong :Þ).
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Dr Brain
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PostPosted: Tue Jul 18, 2006 11:02 pm    Post subject: Reply to topic Reply with quote

I think the word you're looking for is public domain.

The map thing is something every small zone sysop with no mapping skills goes through. Your best bet is to simply make it functional and hope someone will come to your aid later in the development process.
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PostPosted: Wed Jul 19, 2006 10:06 am    Post subject: Reply to topic Reply with quote

Yeah, but I'm sure there are people out there that wouldn't mind making their maps public domain(yes, that's what I was looking for).

But I've thought of something else. AS3 has more control over flags and powerballs, right? Well, is it possible to manipulate the way powerballs are affected? Such as making them moreso/less/not affected by inertia, or making them affected by repels? Or possibly having them slow down quicker over certain tiles or regions, or maybe not slow down at all over certain ones? I know a lot of this stuff is still client-side, but if any of these ARE possible, that'd be really cool... I've been trying to come up with new things to do with powerballs. For one, I've been thinking about having different maps in my zone with different themes. So for example, on an Ice map, powerballs have less friction and players have lower thrust. But it would be even cooler if most of the map could be snow, and the effects were worse when the player/powerball was over ice. This wouldn't help many zones, but it sure adds an extra layer to infantry zones.
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PostPosted: Wed Jul 19, 2006 10:43 am    Post subject: Reply to topic Reply with quote

You can't really make a moving powerball react to something. There is some control when it is fired, like you could make it slower when fired from snow, but should it enter a non-snow area of the map you can't speed it up again since only the client can tell when it has entered that area (actually might be possible if you put goal tiles bordering the different terrains).

Something I wanted to do for a long time was a homing missile, I think the powerball protocol can be hijacked to accomodate this. Hmm, just thought of an even better idea. Since powerballs can go through walls you could use them for grenades/artillery/rocket barrage. Of course you are limited to 8 of these 'grenades' being active at once, but it shouldn't be too much of a problem if you have ship limits, like 1 arty/grenader per freq.
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PostPosted: Wed Jul 19, 2006 4:00 pm    Post subject: Reply to topic Reply with quote

Dangit, now you're giving me more ideas. But I am trying to use my powerballs for actual soccer usage, so I guess this will just be put somewhere in the back of my mind.... Oh, well, I guess I'm content with just having an ice map lower inertia on everything equally....
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