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Is it possible to make thors NOT go through walls...

 
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Agile
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PostPosted: Sun Mar 09, 2008 12:27 pm    Post subject: Is it possible to make thors NOT go through walls... Reply to topic Reply with quote

using a standard module via interfaces (not modifying the core)?

I'm thinking with what we have this can only be done by editing the server and recompiling it, but I'm not totally knowledgeable on ASSS.

Thanks in advance.
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Smong
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PostPosted: Sun Mar 09, 2008 12:38 pm    Post subject: Reply to topic Reply with quote

There are some tiles that absorb weapons including thors, have a look at the DCME map editor.

Also have a look here:
http://forums.minegoboom.com/viewtopic.php?t=5788
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Dr Brain
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PostPosted: Sun Mar 09, 2008 11:17 pm    Post subject: Reply to topic Reply with quote

Easiest way is to make them bombs, which isn't especially easy, even with modifying the core.
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Agile
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PostPosted: Mon Mar 10, 2008 5:01 pm    Post subject: Reply to topic Reply with quote

Sorry, I should've clarified, when I say walls I meant bricks.
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Dr Brain
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PostPosted: Mon Mar 10, 2008 7:27 pm    Post subject: Reply to topic Reply with quote

Not easy at all. Your only hope of doing it is putting a fake player in the thor's path, which means you have to *know* the thor's path. If you're looking to have it disappear without exploding, then it's not possible at all.
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tcsoccerman
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PostPosted: Mon Mar 10, 2008 8:02 pm    Post subject: Reply to topic Reply with quote

is there a tile that warps weapons?

edit:oh bricks. what can you do with bricks?
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Samapico
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PostPosted: Tue Mar 11, 2008 9:08 am    Post subject: Reply to topic Reply with quote

Dr Brain wrote:
Not easy at all. Your only hope of doing it is putting a fake player in the thor's path, which means you have to *know* the thor's path. If you're looking to have it disappear without exploding, then it's not possible at all.

Well, knowing a thor's location is easier than most weapons tongue.gif
It doesn't bounce.. there's just the possibility that it has exploded already
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Smong
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PostPosted: Tue Mar 11, 2008 2:20 pm    Post subject: Reply to topic Reply with quote

You have to handle the prox though, and there's a few special cases with prox.
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Agile
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PostPosted: Tue Mar 11, 2008 5:59 pm    Post subject: Reply to topic Reply with quote

I guess I'll assume weapon packets don't come with a handy id number to compare packets with then =(
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Samapico
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PostPosted: Wed Mar 12, 2008 3:07 am    Post subject: Reply to topic Reply with quote

id or not, you only get a packet when the weapon is fired. The clients themselves check when a weapon hits... so you could know where the weapon "should" be if it didn't hit anyone, but accurately checking if it was hit by anyone yet would be ridiculously hard.
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Smong
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PostPosted: Thu Mar 13, 2008 9:07 am    Post subject: Reply to topic Reply with quote

If it didn't hit anyone you'd spawn the bot to block it right? In which case you could just position the bot for a split second whether the prox still exists or not. Then you still have the problem of the thor changing path due to repels, but that could be used as a legitimate tactic.
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MadSkizzles
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PostPosted: Mon Mar 31, 2008 8:52 pm    Post subject: Reply to topic Reply with quote

I just repel them if I see they are a threat.
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MadSkizzles
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PostPosted: Mon Mar 31, 2008 8:59 pm    Post subject: Reply to topic Reply with quote

<--- lol I dont know if there are repels in ASSS
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Animate Dreams
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PostPosted: Wed Apr 02, 2008 1:02 pm    Post subject: Reply to topic Reply with quote

MadSkizzles wrote:
<--- lol I dont know if there are repels in ASSS


wat

this is why people are afraid to use asss
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