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Dissident
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PostPosted: Sun Aug 29, 2004 1:41 pm    Post subject: Bot Project Help Reply to topic Reply with quote

I am a novice C++ programmer (though I can make my way through some of the code, and understand the concepts from programming other languages), and I'm just beginning to make some DLLs for MERVBot for my new zone. However, I've hit three issues. The second is more complex than the first.

1) I need to make a bot to prevent warping in my safe zone (due to the way my teleporting system works, warping has potential to make things seriously messy). The best method I have for this right now is to have the bot pm itself with *unspec, *warpto X Y, and then *setship itself to one of my ships with antiwarp. However, how can I make the bot activate the antiwarp? (Could I have some code for this? I'm not familiar enough with the C++ to really get down to it myself yet if i just have the concepts.)

2) My second issue is a bit more involved, as it involves its own project. My arena works with a number of strike craft and two classes of capital ships. As such, the arena has two modes: regular mode, for when there are enough players to support a team of capital ships and fighters, and chaos mode where capital ships are disabled and fighters simply fight amongst themselves. This is controlled two ways.

When in regular mode, strike craft respawn in an isolated, closed safe zone and must attach to one of the two classes of capital ship (frigate and carrier) to enter the fight. I believe there are several limiter bots out there to restrict the number of capital ships the team can have. I'm planning on two frigates and one carrier.
-How can I modify it so that frigates are not available until the team has a carrier?

Also, warping (when not disabled in the safe zone) should be interesting. What I'm planning on doing is having warp send all ships to a small box depending on freq, and then from there, if a capital ship warped, it would return it to its base. However, if a fighter warps, I'm trying to work out a way to dynamically teleport that fighter to the carrier's coordinates.
-How can I find the coordinates of one particular player on a team?

How can I find the name of the players operating the frigates and carrier? (I want to send a pm to fighters when they respawn of who to attach to.)

Chaos mode is simple. I have teleporters set up to allow strike craft to enter the game. However, they're normally blocked by doors in the safe zone.
-How can I control those doors depending on arena population and whether or not both freqs have a carrier?
-How can I control whether or not players can be capital ships depending on arena population?

I realize this is a lot, but I would greatly appreciate it if I could have some assistance on this.

Thanks.
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Muskrat
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PostPosted: Sun Aug 29, 2004 2:10 pm    Post subject: Reply to topic Reply with quote

for your first issue, simply msg your bot with !awarp 1

your second issue, i suggest finding the source of dynamics.dll and using the door switching thing on there, but im not sure if thats all u needed i didnt read all of the 2nd one
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50% Packetloss
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PostPosted: Sun Aug 29, 2004 3:20 pm    Post subject: Reply to topic Reply with quote

1. when someone is in a safe zone then p->safety is true and when they warp p->flash is true, so handle all this in event_playermove. *unspec isnt a command. You dont *setship a bot, you do tell(makeShip(0)); or some other number, ships are numbered 0-7. Look in dllcore.h and player.h for all the info.
2. This idea is exactly like SSCX Star Warzone, i wont help you copy another zone's idea.
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Dissident
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PostPosted: Sun Aug 29, 2004 4:02 pm    Post subject: Reply to topic Reply with quote

50% Packetloss wrote:
2. This idea is exactly like SSCX Star Warzone, i wont help you copy another zone's idea.


Er, I wasn't aware of that, but after playing there today (I've honestly never played there before), I believe the most prominent similarity is the fact that both zones have the 'capital ship' idea. Capital ships have been done elsewhere aswell, it's certainly not solely specific to SSCX Star Warzone. The concept of a capital ship is shared between the two, yes, but in practice and gameplay, they will be very different.
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D1st0rt
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PostPosted: Mon Aug 30, 2004 10:58 am    Post subject: Reply to topic Reply with quote

For the antiwarp thing, its the 4th bit in the toggleables section of the position packet. In merv, all you have to do is
Code: Show/Hide
me->awarp = true;

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50% Packetloss
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PostPosted: Mon Aug 30, 2004 12:51 pm    Post subject: Reply to topic Reply with quote

Unless the bot is in the game, it wont be able to prevent anyone from warping. It will need to *warpto them and then ignore them until the next position delay (so it doesnt keep *warpto them). But yah, to turn on the bot's antiwarp while its in a ship you do me->awarp =true;
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Dissident
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PostPosted: Mon Aug 30, 2004 5:28 pm    Post subject: Reply to topic Reply with quote

Thanks, it's been working great.
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