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Bak ?ls -s 0 in
Age:25 Gender: Joined: Jun 11 2004 Posts: 1826 Location: USA Offline
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Posted: Sat Dec 30, 2006 5:33 pm Post subject: <c> initial |
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With this module loaded, you can define additional settings for each ship:
InitialMultifire
InitialProx
InitialBounce
InitialSuper
InitialShield
InitialShrapnel
All of them default to 0. Source and precompiled Windows .dll attached. _________________ SubSpace Discretion: A Third Generation SubSpace Client
Source and precompiled Windows .dll
initial.zip - 19.23 KB
File downloaded or viewed 108 time(s)
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Chambahs Power attack
Joined: Jun 19 2005 Posts: 820 Offline
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Bak ?ls -s 0 in
Age:25 Gender: Joined: Jun 11 2004 Posts: 1826 Location: USA Offline
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Posted: Sat Dec 30, 2006 10:43 pm Post subject: |
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looks cool, cept yours is hardcoded, must be attached, and uses a timer
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Animate Dreams Gotta buy them all! (Consumer whore)
Age:36 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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Posted: Sun Jan 07, 2007 12:26 am Post subject: |
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Thanks, I've wanted something like this for quite a while. I'll have to look through the source and see what kind of implementation you've used without using a timer. I tried to stay away from a timer, but I couldn't figure out how to do it any other way, and it felt like a hack solution.
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tcsoccerman Server Help Squatter
Age:32 Gender: Joined: Jan 15 2007 Posts: 694 Location: Atlantis Offline
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Posted: Tue May 08, 2007 5:08 pm Post subject: |
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can you give a walkthrough on how to do this, i know to put the .dll in the bin folder, and put initial.c in....i put it in funky...and then do
funky:initial
in modules.conf
but what about actually adding initials in arena.conf.
also, i did all that, and it has an error loading
funky:initial
even though it's all right.
ty.
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Animate Dreams Gotta buy them all! (Consumer whore)
Age:36 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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Posted: Wed May 09, 2007 12:05 am Post subject: |
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Lol, the way that works is dllname:modulename. So since initial was compiled to an initial.dll, it'd be initial:initial. You shouldn't have put initial.c in funky, btw. You should create a new folder called initial, and create a makefile(if one isn't already there) just for it. It might be nice one day to compile multiple modules into one dll, but at least for now, you should probably stick to one module per dll.
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tcsoccerman Server Help Squatter
Age:32 Gender: Joined: Jan 15 2007 Posts: 694 Location: Atlantis Offline
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Posted: Wed May 09, 2007 5:46 pm Post subject: |
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that explains a lot
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tcsoccerman Server Help Squatter
Age:32 Gender: Joined: Jan 15 2007 Posts: 694 Location: Atlantis Offline
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Posted: Wed May 09, 2007 6:40 pm Post subject: |
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i've never made a .dll or makefile b4.
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Animate Dreams Gotta buy them all! (Consumer whore)
Age:36 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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Posted: Wed May 09, 2007 6:50 pm Post subject: |
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Here, I believe this make file would work for initial.c, just put it and initial.c in a folder called "initial" under the src directory. You'll have to change the extension from .txt to .mk, though, forums wouldn't let me upload a .mk file.
Hope this helps(and hope this works, lol).
initial.txt - 0.08 KB
File downloaded or viewed 134 time(s)
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tcsoccerman Server Help Squatter
Age:32 Gender: Joined: Jan 15 2007 Posts: 694 Location: Atlantis Offline
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Posted: Fri Jun 22, 2007 2:05 pm Post subject: |
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Also, how do you configure it/actually set initials to ships. Is there a .conf file that i never got? I can't seem to find one... Maybe you use arena.conf like other modules and do something like this..
[initial]
blah
blah
but how?
ty.
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Animate Dreams Gotta buy them all! (Consumer whore)
Age:36 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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JoWie Server Help Squatter
Gender: Joined: Feb 25 2004 Posts: 215 Offline
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Posted: Sun Jul 01, 2007 6:36 am Post subject: |
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I am not sure, but it appears this module doesn't work with shipreset
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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sun Jul 01, 2007 9:45 am Post subject: |
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It doesn't, there are a few fixes you can try.
- The best one, implement the game interface so you can catch calls to ShipReset. All calls would be forwarded to the real game module (need to load initial before game).
- Monitor the bounty in the position packet to see if it equals initial bounty. This conflicts with the current detection methods (shipchange callback, etc), so you would either need to add a bunch of flags or drop the other callbacks. Also this method isn't 100% foolproof. You would need a cool down period to avoid prizing twice and it won't work with per-player settings or other modules that prize initial stuff.
- Cooperate with whichever modules are doing the ship resetting, for example implement the flagreset/flag game win callback. _________________ ss news
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JoWie Server Help Squatter
Gender: Joined: Feb 25 2004 Posts: 215 Offline
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Posted: Sun Jul 01, 2007 3:57 pm Post subject: |
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mm i will try adding a callback to game
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tcsoccerman Server Help Squatter
Age:32 Gender: Joined: Jan 15 2007 Posts: 694 Location: Atlantis Offline
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Posted: Tue Jan 19, 2010 9:04 pm Post subject: |
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This module has become outdated with the 1.5.0 update. I went ahead and updated it. (Just combined ShipChange and FreqChange callbacks to ShipFreqChange callback).
I also added a .mk, changed the BOOL in InitialPlayerData struct to an int since I use a c-compiler, and added an example .conf file.
For those interested.
include.zip - 75.52 KB
File downloaded or viewed 65 time(s)
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