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Thor oddness

 
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Reaem
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PostPosted: Mon Mar 03, 2008 5:05 pm    Post subject: Thor oddness Reply to topic Reply with quote

I've been testing out some combinations of damage, fake, and my own personal modules and I noticed that thors pretty much fly through "fakeplayer" bots undetected. Regular bombs seem to do fine, and if I am inside the safety trigger radius the thor does explode in my face, as if to intentionally piss me off.
All joking aside, I can't think of a valid reason why thors would not work on a fakeplayer bot. Thoughts?
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Dr Brain
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PostPosted: Mon Mar 03, 2008 6:49 pm    Post subject: Reply to topic Reply with quote

Make sure "regular" bombs are prox bombs. If prox bombs fail, check your prox settings. I seem to recall a weird combination that would make prox bombs fly through players.
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Agile
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PostPosted: Tue Mar 04, 2008 10:41 am    Post subject: Reply to topic Reply with quote

I'm not sure what you mean by that could you clarify?
I'm currently using 1 as the prox tiles and like 28 as the explode radius.
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Dr Brain
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PostPosted: Tue Mar 04, 2008 2:54 pm    Post subject: Reply to topic Reply with quote

You said you tested with "regular" bombs. Do "regular" bombs include proximity bombs?
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Agile
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PostPosted: Tue Mar 04, 2008 4:41 pm    Post subject: Reply to topic Reply with quote

Yes, but also non-prox bombs too. I've tried both settings, and in either case the thors do not explode when they fly over the bot, unless my ship also happens to be on top of the bot, in which case the thor will explode in my face.
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Agile
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PostPosted: Tue Mar 04, 2008 5:00 pm    Post subject: Reply to topic Reply with quote

Oh actually, you're right, I just looked again and my levi didn't have prox. I thought I was using prox bombs.
Now when I try the prox bombs they don't hit either. Any idea what it is?
Also, is there a prox setting that makes ships start with prox?
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Dr Brain
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PostPosted: Tue Mar 04, 2008 5:42 pm    Post subject: Reply to topic Reply with quote

Yeah, there is a prox setting that does it, but I can't remember which one or what settings cause the problem. Just play around with them and you should be able to fix the issue.
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tcsoccerman
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PostPosted: Tue Mar 04, 2008 5:51 pm    Post subject: Reply to topic Reply with quote

or you could try smong's initial program. it's in asss custom projects forum somewhere.
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Agile
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PostPosted: Tue Mar 04, 2008 9:02 pm    Post subject: Reply to topic Reply with quote

No, seriously... there is no InitialProx setting in the template or anywhere else, and there should be.
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Bak
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PostPosted: Tue Mar 04, 2008 10:11 pm    Post subject: Reply to topic Reply with quote

smong's initial module? pffft

If you use the module at

http://forums.minegoboom.com/viewtopic.php?t=7059

you can use

InitialMultifire
InitialProx
InitialBounce
InitialSuper
InitialShield
InitialShrapnel
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PostPosted: Tue Mar 04, 2008 11:53 pm    Post subject: Reply to topic Reply with quote

Agile wrote:
No, seriously... there is no InitialProx setting in the template or anywhere else, and there should be.


That's because there's no setting in subgame to my knowledge
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Smong
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PostPosted: Wed Mar 05, 2008 9:13 am    Post subject: Reply to topic Reply with quote

Dr Brain wrote:
Yeah, there is a prox setting that does it, but I can't remember which one or what settings cause the problem.
I think it was ExplodeDelay=0.
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Agile
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PostPosted: Wed Mar 05, 2008 5:36 pm    Post subject: Reply to topic Reply with quote

There's NOT one in subgame, but what's the reason for not including it in ASSS? It's a necessary setting that shouldn't be left out just because it wasn't in subgame.
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PostPosted: Wed Mar 05, 2008 5:44 pm    Post subject: Reply to topic Reply with quote

Thanks to (Bak?) for making that module, it's a good addition. I hope someday grelminar implements the settings into ASSS, there's really no good reason not to.
Also thanks smong for that setting info, I'd have taken forever to find it myself.
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Bak
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PostPosted: Wed Mar 05, 2008 8:03 pm    Post subject: Reply to topic Reply with quote

well the reason not to is that the the settings are typically sent to the client, whereas my setting is a hack that prizes the player prox/whatever whenever he spawns.
(continuum has no notion of initalprox)
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Agile
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PostPosted: Wed Mar 05, 2008 8:30 pm    Post subject: Reply to topic Reply with quote

In that case, perhaps the shipreset command could be overridden to give those prizes when used in your module? Then it would work fine.
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PostPosted: Wed Mar 05, 2008 9:20 pm    Post subject: Reply to topic Reply with quote

Initial module does not work properly as distributed. Could just be that I'm on windows XP and not linux... anyways, it works once I recompile it myself.
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Bak
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PostPosted: Wed Mar 05, 2008 10:42 pm    Post subject: Reply to topic Reply with quote

it was compiled with asss 1.4.3 so you'll probably need to recompile for 1.4.4
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PostPosted: Thu Mar 06, 2008 12:15 am    Post subject: Reply to topic Reply with quote

Agile wrote:
There's NOT one in subgame, but what's the reason for not including it in ASSS? It's a necessary setting that shouldn't be left out just because it wasn't in subgame.


Because template.sss isn't in asss
so that's why they wouldn't put that setting in template.sss
we already have that setting in asss through Bak's module
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