Author |
Message |
Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
|
Posted: Thu Jun 10, 2010 3:24 am Post subject: |
|
|
|
|
does AddFake() make a new fake player, or does it have to exist already?
because #2 is better _________________ SSC Distension Owner
SSCU Trench Wars Developer
|
|
Back to top |
|
|
JoWie Server Help Squatter
Gender: Joined: Feb 25 2004 Posts: 215 Offline
|
Posted: Thu Jun 10, 2010 4:27 am Post subject: |
|
|
|
|
It has to exist already... This is why the first argument is "Player *"
|
|
Back to top |
|
|
Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
|
Posted: Thu Jun 10, 2010 1:54 pm Post subject: |
|
|
|
|
whats the "void *clos" thingy for in each function?
also, how is damage->KillFake() different from game->FakeKill(), and why should i use it instead?
|
|
Back to top |
|
|
JoWie Server Help Squatter
Gender: Joined: Feb 25 2004 Posts: 215 Offline
|
Posted: Thu Jun 10, 2010 3:24 pm Post subject: |
|
|
|
|
void *clos is used the same way as in the rest of ASSS. In AddFake and AddRegion you can pass it anything you want. When the callback is called, it is passed back to you.
game->FakeKill() simply notifies players the fake has died. There are no callbacks or any other logic behind it, it only sends a packet.
damage->KillFake fires CB_KILL and CB_KILL_POST_NOTIFY, sends the packet, stops the bot from tracking damage (aka being in the way), resets some internal states (so it can respawn).
|
|
Back to top |
|
|
Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
|
Posted: Thu Jun 10, 2010 4:31 pm Post subject: |
|
|
|
|
also, since this is closed source, theres no indication anywhere about what i type after ?insmod...
i believe spidernl had this issue as well.
and why does AddFake need a position struct parameter if it has the player pointer, which has it already?
|
|
Back to top |
|
|
Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
|
Posted: Fri Jun 11, 2010 11:31 pm Post subject: |
|
|
|
|
does this calculate ship radius from settings, or is it hardcoded to the default 14px?
also, why does it load normally from modules.conf, but crashes almost immediately after loading successfully using ?insmod?
and it doesnt seem to take damage from bursts, why is that?
couldnt you just look at the number of shrap, then use circle-math to get their direction, then use the bounce bullet math?
|
|
Back to top |
|
|
JoWie Server Help Squatter
Gender: Joined: Feb 25 2004 Posts: 215 Offline
|
Posted: Sat Jun 12, 2010 6:19 pm Post subject: |
|
|
|
|
Cheese wrote: | does this calculate ship radius from settings, or is it hardcoded to the default 14px?
also, why does it load normally from modules.conf, but crashes almost immediately after loading successfully using ?insmod?
and it doesnt seem to take damage from bursts, why is that?
couldnt you just look at the number of shrap, then use circle-math to get their direction, then use the bounce bullet math? |
It reads the ship radius from settings.
I have only seen that ?insmod crash on windows, and since I absolutely hate debugging on windows it's still there.
I posted a list of stuff that is not implemented yet, burst is one of them. Implementing burst takes more time then you think, I have to make absolutely sure the calculations are exactly the same as on continuum.
|
|
Back to top |
|
|
Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
|
Posted: Tue Jun 22, 2010 12:35 pm Post subject: |
|
|
|
|
i really would like to have a look at the source to see why it crashes in some places and not in others...
more confusing is that it runs on some windows machines and crashes immediately on others...
|
|
Back to top |
|
|
JoWie Server Help Squatter
Gender: Joined: Feb 25 2004 Posts: 215 Offline
|
Posted: Tue Jun 22, 2010 1:39 pm Post subject: |
|
|
|
|
This version probably solves the ?insmod crash.
Also lets you see where a weapon hit a tile.
damage-1.24.zip - 31.93 KB
File downloaded or viewed 137 time(s)
|
|
Back to top |
|
|
Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
|
Posted: Tue Jun 22, 2010 2:18 pm Post subject: |
|
|
|
|
it would also be cool if there was a paramater in addfake that would let you control the respawn time, or 0 for default
|
|
Back to top |
|
|
JoWie Server Help Squatter
Gender: Joined: Feb 25 2004 Posts: 215 Offline
|
Posted: Tue Jun 22, 2010 4:55 pm Post subject: |
|
|
|
|
If you do not want it to respawn, spec it. However adding a respawn time is on the todo.
Did the crashing with insmod stop?
|
|
Back to top |
|
|
Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
|
Posted: Mon Aug 30, 2010 2:51 pm Post subject: |
|
|
|
|
i would like to integrate this into a bigger fake management system, all of which would modify only specific sections of a position packet.
the damage module can be seperated into two parts:
damage
energy management
additional stuff i have created:
weapons/turrets
movement/ai
something possible:
position packet + weapon sender
these five parts on top of the ASSS fake creation and messaging system together, once perfected, would allow anyone to control any aspect of a fake player that would be able to interact with players.
it would be important that the five systems would have zero overlap, so that there would be no fighting. ex: the damage module should not touch the energy, and should only inform that damage has been recieved. this also means that there will be no unnecessary overhead in each module.
since they all would use the same position packet, it would only be necessary to register it with the sender module.
|
|
Back to top |
|
|
|