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Server Help Community forums for Subgame, ASSS, and bots
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sat Jun 17, 2006 7:48 am Post maybe stupid Post subject: Calculating prox damage |
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As some already know I have ships in my asss zone that can detect damage. However the prox is a bit dodgy. I already fixed one bug involving ?: and missing brackets.
In this picture (taken with cont39pr1) you can see the L1 bomb explodes quite some distance after it has passed the target. I tested this with different bomb levels and it always explodes in that place:
Here are some details outputted by the server. The bottom line is from the watchdamage module (on the warbird at the bottom of the picture) and the other output is from my bot damage module (on <bot2>, the spider):
I have tried reducing the prox resolution to 16px/1 tile, but there is still a difference in damage as you can see. (48,750,80) means the bomb exploded 48px away, with 750 max damage and 80px blast radius.
Note I don't know exactly where the server thinks the bomb explodes, I'm just using the damage as an indication, this assumes the damage formula is correct.
I thought the definition of a prox bomb, is that it explodes at the closest point to its target. Is there a second timer, after reaching the closest point it waits a bit longer? BombExplodeDelay being the first timer.
Edit: I was using the default asss settings with bomb damage set back to 750, that's pretty much SVS + 500 initial bounty. Obviously I had prox on and I deprized all shrap.
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Sat Jun 17, 2006 9:38 am Post maybe stupid Post subject: |
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I believe that there is a prox radius, and that the bomb starts timing after it hits it. There's also something about when the player moves away (or if the bomb does, I suppose) while it's inside the radius.
This is just what I remember, I could be entirely wrong. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me
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Mine GO BOOM Hunch Hunch What What

Age:42 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Sat Jun 17, 2006 11:29 am Post maybe stupid Post subject: |
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Looking through all the things Priit has talked about Prox in Continuum, I only found this nugget:
PriitK wrote: | First issue:
This is correct that prox bomb wount not explode when distance to target is decreasing, there is exception to that rule though. Right after shooting for 1/4 second if target is in prox range, bomb explodes. This behaviour is consistent with Subspace
Second issue:
Yep, if prox bomb has "homed in" to some target, it doesn't react to others anymore |
Something amusing about one of the beta clients, when you repeled lancaster mines, they bounced back at you.
PriitK wrote: | 05.04.2001 12:53 what do you mean? lanc mines do bounce when repped
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05.04.2001 19:36 shite, thats why my mine strategy with lanc didn't work
fixed in 0.30 |
I'd recommend trying your experiment again, but this time have both ships moving slowly away from and to the bomb. Being on a turret helps if you want to keep the client in sync with the bot.
Also, try this with Continuum 0.38, as both 38 and 39pr3 have different prox code.
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SpecShip Complete twat

Gender: Joined: Dec 17 2005 Posts: 514 Location: 8025 - Spec Freq Offline
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Posted: Sun Jun 18, 2006 10:30 am Post maybe stupid Post subject: |
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ROFL McPoffle at priit's lanc mines. _________________ Replacing yazour untill the whore returns.
"I could run a ss server on my car stereo!" -Xalimar
"Liberta tuit ma ex infernis" -Event Horizon
"I know too much about nothing." - Mine GO BOOM
"Hmm anyway, back to my kingdom hearts." - Chambahs
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