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Jonus Novice
Age:53 Gender: Joined: May 23 2006 Posts: 35 Location: Illinois Offline
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Posted: Mon Aug 06, 2007 3:08 pm Post subject: Timed Bombs |
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Is it possibe with AS3 to make a simulated timed bomb for a grenade or rocket but making it trigger the explosion or by making it place a tile onto it to make it explode, then deleting the tile? |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Mon Aug 06, 2007 3:22 pm Post subject: |
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Yeah it can kinda be done using balls but there are still limitations (max of 8 balls, so can't have high fire rates) plus no one has actually implemented that yet.
The basic idea is the bomb alive time is set to 1, all bomb packets are filtered by the server and converted to ball fire packets. The last person to touch the ball will be specially set so only enemies can pick up the ball, if they do = boom. After X seconds the server will also remove the ball and use specially crafted weapon packets to simulate an explosion at that point.
It will most likely need fine tuning since no one has posted the ball friction routines yet. The advantage of using balls means they can go through walls, like a grenade, and the server can also resend the ball position packet making it curve like a homing missile.
I mentioned this last year but no progress has been made:
http://forums.minegoboom.com/viewtopic.php?p=63497#63497
Edit: Hmm, your deleting tile method could work using bricks, although some players may get brick warped in the process. It actually wouldn't be too hard to add to my damage module since it already tracks bomb locations. Might not work with bouncing bombs though, and I would imagine you want a grenade to bounce at least once. _________________ ss news  |
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Jonus Novice
Age:53 Gender: Joined: May 23 2006 Posts: 35 Location: Illinois Offline
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Posted: Mon Aug 06, 2007 3:57 pm Post subject: |
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Well, the idea was to explode the bomb after X amount of seconds. Fire bomb, 2 seconds later, boom. If players are close good, the bomb may do damage but I was going to set shrap real high. If you can place a brick onto the bomb ( maybe a 1 brick span ) it should explode it but would any shrap escape the brick?
Could a thor be timed since it goes through tiles? |
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Samapico No, these DO NOT look like penises, ok?

Joined: May 08 2003 Posts: 1252 Offline
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Posted: Mon Aug 06, 2007 4:19 pm Post subject: |
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If a bomb is fired with a negative prox value, does it still explode on contact?
If not, the brick idea sounds good to me, and limitations are less than with balls... Hmmm someone could get brickwarped though, but that can be arranged I guess.
...Oh, just read your edit...
Hmmm a brick dropped on a bouncing bomb should make it explode too.. And about shrap... it might depend if the bomb explodes on the edge of the tile or not... But if the shrap is bouncy, it should bounce inside the brick (i.e. not move) until it disappears, and then they'd be released. _________________ (Insert a bunch of dead links here) |
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Animate Dreams Gotta buy them all! (Consumer whore)

Age:37 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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Posted: Tue Aug 07, 2007 12:22 am Post subject: |
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Is that really the best way it can be done? I've seen some stuff in HS that I believe uses fake players that kills players pretty easily, and they seem fairly versatile. Oh, one possible implementation might be to track the bomb after it gets shot(that's the part I have no idea how to do... is it possible?), and then after 2 secs, place a fake player in the bomb's way. It'd detonate then, for sure. |
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Cyan~Fire I'll count you!

Age:37 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Tue Aug 07, 2007 9:30 am Post subject: |
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Killing the player is easy, but deciding when to do it is the hard part. That's what the ball is useful for. _________________ This help is informational only. No representation is made or warranty given as to its content. User assumes all risk of use. Cyan~Fire assumes no responsibility for any loss or delay resulting from such use.
Wise men STILL seek Him. |
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tcsoccerman Server Help Squatter
Age:33 Gender: Joined: Jan 15 2007 Posts: 694 Location: Atlantis Offline
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Posted: Tue Aug 07, 2007 11:34 am Post subject: |
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to track a bomb you could maybe find what the bombspeed is and find the ships momentum and there fore not know where the bomb is, but where the bomb should be. i think this is what smong was saying earlier.
p.s. it wouldn't work with bouncing bombs. |
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Samapico No, these DO NOT look like penises, ok?

Joined: May 08 2003 Posts: 1252 Offline
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Posted: Tue Aug 07, 2007 1:33 pm Post subject: |
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actually the weapon packet tells you the x,y position and velocity of the bomb when it's fired, no need to calculate it. But yeah you need to track it with that speed... but then, you also have to check if it's blown up by someone, or by a wall... And bouncing bombs become impossible to track...
So yeah, I guess a powerball with no friction (hell, your timed-bombs could even have friction ... or even rockets that accelerate haha)
And all ships set to 0 ballproximity... makes sense
Then send a weapon packet of a 0 speed bomb being fired from there, and warp in a fake player from a different freq, BOOM (CloseBombDamagePercent might affect the damage though?) |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sat Aug 11, 2007 11:14 am Post subject: |
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I doubt you could keep shrap, even bouncing shrap is absorbed by walls and players in the first 1/4 second. |
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Animate Dreams Gotta buy them all! (Consumer whore)

Age:37 Gender: Joined: May 01 2004 Posts: 821 Location: Middle Tennessee Offline
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Posted: Wed Aug 22, 2007 8:13 am Post subject: |
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Samapico wrote: | actually the weapon packet tells you the x,y position and velocity of the bomb when it's fired |
In that case, can't you just wait 5 seconds, then check where it is, and put a fake player there? |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Wed Aug 22, 2007 5:14 pm Post subject: |
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I think that would work. |
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Cerium Server Help Squatter

Age:43 Gender: Joined: Mar 05 2005 Posts: 807 Location: I will stab you. Offline
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Posted: Wed Aug 22, 2007 6:03 pm Post subject: |
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Maybe. You'd have a chance of detonating other bombs or nulling bullets that should keep going. Plus, you'd also have to make sure the bomb hasn't already detonated, so you'd need to implement collision detection for both players and walls (unless you wanted the first issue to be even more apparent).
Lots of work, it would seem. _________________ There are 7 user(s) ignoring me right now. |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Wed Aug 22, 2007 6:28 pm Post subject: |
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You would probably get a lot of team killing too, but that would apply to any method used to achieve this effect. |
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D1st0rt Miss Directed Wannabe

Age:37 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Mon Sep 03, 2007 7:21 pm Post subject: |
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If you just want it to detonate, you could probably just toss down a brick and not even have to deal with fake players. You'd have to track bomb positions on the server though. _________________
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