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Timed Bombs

 
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Jonus
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PostPosted: Mon Aug 06, 2007 3:08 pm    Post subject: Timed Bombs Reply to topic Reply with quote

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
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PostPosted: Mon Aug 06, 2007 3:22 pm    Post subject: Reply to topic Reply with quote

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.
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Jonus
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PostPosted: Mon Aug 06, 2007 3:57 pm    Post subject: Reply to topic Reply with quote

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
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PostPosted: Mon Aug 06, 2007 4:19 pm    Post subject: Reply to topic Reply with quote

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.
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PostPosted: Tue Aug 07, 2007 12:22 am    Post subject: Reply to topic Reply with quote

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
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PostPosted: Tue Aug 07, 2007 9:30 am    Post subject: Reply to topic Reply with quote

Killing the player is easy, but deciding when to do it is the hard part. That's what the ball is useful for.
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tcsoccerman
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PostPosted: Tue Aug 07, 2007 11:34 am    Post subject: Reply to topic Reply with quote

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
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PostPosted: Tue Aug 07, 2007 1:33 pm    Post subject: Reply to topic Reply with quote

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 tongue.gif... 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
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PostPosted: Sat Aug 11, 2007 11:14 am    Post subject: Reply to topic Reply with quote

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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PostPosted: Wed Aug 22, 2007 8:13 am    Post subject: Reply to topic Reply with quote

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
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PostPosted: Wed Aug 22, 2007 5:14 pm    Post subject: Reply to topic Reply with quote

I think that would work.
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Cerium
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PostPosted: Wed Aug 22, 2007 6:03 pm    Post subject: Reply to topic Reply with quote

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.
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Smong
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PostPosted: Wed Aug 22, 2007 6:28 pm    Post subject: Reply to topic Reply with quote

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
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PostPosted: Mon Sep 03, 2007 7:21 pm    Post subject: Reply to topic Reply with quote

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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