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Ball Limit?

 
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Katie
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PostPosted: Sat Jun 07, 2003 10:38 am    Post subject: Ball Limit? Reply to topic Reply with quote

I'm using a negative friction setting for my powerball. After 15-20 seconds, the ball is out of control and uncatchable by ordinary means. I was wondering if it is at all possible to find a bot that would watch the balls speed, and once the limit is crossed, warp the ball to a certain area.

I was also wondering if this same bot had the ability to set a specific X,Y coordinate for the ball to spawn at. This second question isn't that important, and I don't care if it can be done or not. However, my main concern is the first paragraph. I"ll be waiting to hear your replies.


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PostPosted: Sat Jun 07, 2003 1:14 pm    Post subject: Reply to topic Reply with quote

If you know a bit of programming, you can get the Catid bot to do so. Can have it pickup a ball, and shoot it wherever you want it to go.

As for the spawning, not with subgame. Already added to ASSS.
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Katie
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PostPosted: Sat Jun 07, 2003 3:44 pm    Post subject: Reply to topic Reply with quote

Alright well, not really spawing, that's not a concern. I can just make an area near the center, since there are no greens, and have the balls spawn there. However, once they are going to fast the bot will make them go to a small box at say.... 512 512?
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PostPosted: Tue Jun 10, 2003 10:42 pm    Post subject: Reply to topic Reply with quote

catid's bot can't (as far as i know) pick up powerballs

you can do both things if it could with some programming
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PostPosted: Tue Jun 10, 2003 10:54 pm    Post subject: Reply to topic Reply with quote

Guest...never heard of you sa_tongue.gif
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Doggeti
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PostPosted: Wed Jun 11, 2003 9:20 am    Post subject: Reply to topic Reply with quote

You can try to spawn the bot in any ship you want, then warp it to the ball position. After the bot ship has picked up the ball you can warp the ship to the place where you want the ball to be. Finally you spec the bot and the ball is at it's new position.
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k0zy
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PostPosted: Wed Jun 11, 2003 12:13 pm    Post subject: Reply to topic Reply with quote

Bots can catch balls, i think, at least it can pick up flags...

What you want is impossible, though... as the ball location is unknown until the ball is catched by a player (or stands still ??? )

But what you could do is to have the ball removed after some time, and spawn a new one.

Bob Dole.. Bob Dole... Bob Dole...... bob dole.... bob... dole....
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PostPosted: Wed Jun 11, 2003 4:07 pm    Post subject: Reply to topic Reply with quote

...the balls location is not unknown, don't forget you can see it on radar if you have location=1
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PostPosted: Wed Jun 11, 2003 4:51 pm    Post subject: Reply to topic Reply with quote

It is unknow... Mervobt has no physics built in...

Bob Dole.. Bob Dole... Bob Dole...... bob dole.... bob... dole....
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PostPosted: Wed Jun 11, 2003 6:12 pm    Post subject: Reply to topic Reply with quote

ah, I see biggrin.gif

I'm just saying it is possible to know where the ball is sa_tongue.gif
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Dr Brain
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PostPosted: Wed Jun 11, 2003 6:35 pm    Post subject: Reply to topic Reply with quote

Bob Dole.. Bob Dole... Bob Dole...... bob dole.... bob... dole.... wrote:
It is unknow... Mervobt has no physics built in...

Bob Dole.. Bob Dole... Bob Dole...... bob dole.... bob... dole....


Not 100% true. I have determined through a few tests that it has basic position extrapolation for players. But as far as PBs are conserned, it doesn't.
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PostPosted: Wed Jun 11, 2003 8:34 pm    Post subject: Reply to topic Reply with quote

If you have the location set to be known on radar (Soccer:BallLocation:1), the ball will know where the ball is every Soccer:SendTime / 100 seconds. The between times, you'll have to do physics with walls and such.
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tikiman
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PostPosted: Thu Jun 19, 2003 1:38 am    Post subject: Reply to topic Reply with quote

The bot does not know the location of the ball unless its being carried by a player. I've tested this many times.

Try having the bot print out the location of the ball every Ballmove event. While the ball is carried the location will be changing according to where the player and the ball are. But after the ball has been fired, the location will remain the last location in which it was carried (ie where it was fired from) until it is again picked up by a player. Changing BallLocation=1 and lowering the Sendtime seem to have no effect on this from my experience.

Unless you guys are doing something I'm not there is no way to know the exact location of the ball at all times unless you emulate continuum's physics perfectly.
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PostPosted: Thu Jun 19, 2003 2:20 am    Post subject: Reply to topic Reply with quote

Code: Show/Hide
struct PBall
{
   Uint16 x, y;
   Sint16 xvel, yvel;
   Uint16 team;
   Uint16 ident;
   Uint16 carrier;
   Uint32 time;         // Local timestamp on event (not constant)
   Uint32 hosttime;      // Remote timestamp on event (constant until new event)
   Uint32 lastrecv;      // Last update recv time (for timeout)
};


Why can't you use x and y to locate the ball?
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tikiman
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PostPosted: Mon Jul 28, 2003 7:20 pm    Post subject: Reply to topic Reply with quote

Whew haven't checked this board in a while sorry....

But as I said, x and y will be unchanged while the ball is not being carried... For example, I am carrying the ball and I fire it from 512 512 to the left. No matter where the ball goes after that the ball->x and ball->y coords will stay at 512 512 until the ball is once again picked up. Once its picked up the coords will once again be accurate to its actual position until the ball is again fired. The same goes for the velocity: ball->xvel and ball->yvel will be whatever velocity the ball was fired at and will not change while the ball is in flight.
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