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Moving tiles... with the use of a bot

 
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Azian Samurai X
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PostPosted: Wed Jun 30, 2004 1:49 pm    Post subject: Moving tiles... with the use of a bot Reply to topic Reply with quote

Is there any bot that can move tiles... delete tiles.. etc during gameplay??
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SuSE
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PostPosted: Wed Jun 30, 2004 2:10 pm    Post subject: Reply to topic Reply with quote

you cannot move normal tiles, but door tiles can be turned on and off

all it requires is sysop access (or maybe just arena owner access)

I forget just how many different sets you can have (some other people that browse this forum surely remember)
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SamHughes
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PostPosted: Wed Jun 30, 2004 4:06 pm    Post subject: Reply to topic Reply with quote

There are 256 possible combinations of non-flickering doors, because there are 8 door tiles and 2^8 = 256. They range from 0 to 255 (one binary digit for each tile), and in the settings, -1 and -2 have their own special meanings.
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PostPosted: Wed Jun 30, 2004 4:10 pm    Post subject: Reply to topic Reply with quote

hmmm but how do they do it in SSFS Ground Warfare... there doors open and close... like actual doors for the houses... and then the doors (lazers) are used for water
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SamHughes
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PostPosted: Wed Jun 30, 2004 4:13 pm    Post subject: Reply to topic Reply with quote

That's what -1 and -2 are for.
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Cyan~Fire
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PostPosted: Wed Jun 30, 2004 4:37 pm    Post subject: Reply to topic Reply with quote

No, that's not what -1 and -2 are for.

They do it in Samurai with LVZ objects covering over the water that is really the doors.
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PostPosted: Wed Jun 30, 2004 5:15 pm    Post subject: Reply to topic Reply with quote

Map objects covering door tiles for water? A needless waste of processing power.
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Mr Ekted
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PostPosted: Wed Jun 30, 2004 5:22 pm    Post subject: Reply to topic Reply with quote

LVZ objects have no solidity. They are purely visual. So if you need stuff to bounce off of AND fancy animation, you need to use both mechanisms.
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Azian Samurai X
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PostPosted: Wed Jun 30, 2004 5:59 pm    Post subject: Reply to topic Reply with quote

lol now im confused...??? kk
so there doors are actually the water tiles for the buildings... but they covered it.. but how did they get it too look like the doors actually move.. cuz they move too the side...?? howed they get the bot to put the image of the doors... aghhhhhhhhhhhhh
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Mr Ekted
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PostPosted: Wed Jun 30, 2004 6:07 pm    Post subject: Reply to topic Reply with quote

LVZ objects can contain animation. So you show one object as a solid unmoving door. When you want the door to open, you turn the door object off, and show the door opening animation object, and at the same time, you disable those particular gate tiles.

I don't know that this is their method, but it's likely.
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D1st0rt
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PostPosted: Wed Jun 30, 2004 6:12 pm    Post subject: Reply to topic Reply with quote

That's how I've always figured they did it
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EdTheInvincible
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PostPosted: Wed Jun 30, 2004 6:31 pm    Post subject: Reply to topic Reply with quote

Answering to the first post.. there is one way you could delete tiles, by placing flags on them. I've only seen that work on asss though.
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CypherJF
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PostPosted: Wed Jun 30, 2004 6:39 pm    Post subject: Reply to topic Reply with quote

Delete tiles w/ flags? o.o
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Cyan~Fire
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PostPosted: Wed Jun 30, 2004 7:33 pm    Post subject: Reply to topic Reply with quote

It's a bug, not a feature.

@Smong:
Needless? Would you prefer seeing a stream blocking a Japanese castle gate? Although pretty, it would be quite ineffectual. icon_biggrin.gif
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Bak
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PostPosted: Wed Jun 30, 2004 11:05 pm    Post subject: Reply to topic Reply with quote

bugs are features.... like with the football bot being able to steal balls while players are carring them, just another trick to use in accomplishing whatever you want to accomplish.
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PostPosted: Thu Jul 01, 2004 1:45 am    Post subject: Reply to topic Reply with quote

Best bug was to use *mirror on yourself, change freqs, and then *super. Unlimited mines, though you couldn't see them, everyone else did.

A bunch of other neat tricks occured with *mirror. Some other fun things to do is since each person's (Mirror) is the same player id, if you attach to your mirror, the other person who has a mirror will see you attached to theirs. If you are on other freqs, its a fun way to make them blow themselves up, because their bombs would blast in their face, and then their mirror's bomb would team kill them.

Some more fun things was to use mirror attachments to jump through walls, or to lag past bombs/mines without taking damage. Required some skill, and a 500+ ping.

Then there is the chain turret. You attach to your mirror, while someone attaches to you, then you disattach from the mirror, while the other person is still attached to you, but you see them on your mirror. Its all fucked up looking when you start shooting.
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Cyan~Fire
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PostPosted: Thu Jul 01, 2004 12:35 pm    Post subject: Reply to topic Reply with quote

icon_eek.gif

And I wasn't necessarily dissing bugs, I was just telling Cyph that it's not supposed to be that way. icon_biggrin.gif
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CypherJF
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PostPosted: Thu Jul 01, 2004 5:26 pm    Post subject: Reply to topic Reply with quote

I just never heard of that bug.. lol
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PostPosted: Fri Jul 02, 2004 2:26 pm    Post subject: Reply to topic Reply with quote

@Cyan~Fire
I thought you meant the door tiles in the tileset were any old tile and the streams were covered with map objects. Didn't realize you meant only the castle gates are covered with lvz.

I heard that with ctm39pr3 you can't put flags on tiles anymore. Another way of dynamic maps that work better than destroying tiles is to use bricks (works best with asss).
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