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Helicon Server Help Squatter
Joined: Dec 03 2002 Posts: 771 Location: GNU Doldrums Offline
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Posted: Wed Apr 16, 2003 4:25 pm Post subject: Friendly Damage |
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Any ideas in how to make friendly fire damage? isnt there a way we could make all weapons packets nme? _________________ Signatures just seem so quaint. |
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Mine GO BOOM Hunch Hunch What What
Age:40 Gender: Joined: Aug 01 2002 Posts: 3614 Location: Las Vegas Offline
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Posted: Wed Apr 16, 2003 5:24 pm Post subject: |
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Yeah, make everyone be on different teams. But you can have a fake team that you can still //hi team to. Just make a new chat packet function that will forward the team messages to the internal team that the module remembers.
But you'll still have everyone be red names/etc. Need Priitk to make an option for friendly fire if you want it to actually be useful. |
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Helicon Server Help Squatter
Joined: Dec 03 2002 Posts: 771 Location: GNU Doldrums Offline
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Posted: Wed Apr 16, 2003 8:49 pm Post subject: |
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please explain the weaps packets... it passes through the server,right? relay-style? I know that friendly bombs and lasers must have some marker (whether by freq or friend/foe)... can i alter the packets to change the "owner" of the ordinance before it travels to the other clients. Work? |
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Mine GO BOOM Hunch Hunch What What
Age:40 Gender: Joined: Aug 01 2002 Posts: 3614 Location: Las Vegas Offline
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Posted: Wed Apr 16, 2003 10:13 pm Post subject: |
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Its attached to a position packet, and it includes the user id of who it is. So if you replace it with an enemy, locally for that client, he would see 2 people at one spot, both on different teams. The nme would be shooting, which would instantly hit the other person there, thus making it pointless.
So with current packets, its either a) can't tell via display who is on your team or b) lots of close-bombings that only you would see. |
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m/b Guest
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Posted: Thu Apr 17, 2003 7:55 am Post subject: |
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dang... i thought i had something there |
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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Posted: Thu Apr 17, 2003 2:28 pm Post subject: |
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Helicon = m/b h?
Somehow me and a friend managed to confuse Asss using *setship and a module that used *setfreq. On one machine we were both on the same freq, on the other we were on separate freqs. The same with the ships, I was in 5 but I showed up as 6 on the other computer.
I started to realise something was wrong when my bullets tk'd my teammate (I was also running an enhanced tk module which is too buggy to upload atm). |
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Helicon Server Help Squatter
Joined: Dec 03 2002 Posts: 771 Location: GNU Doldrums Offline
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Posted: Thu Apr 17, 2003 5:47 pm Post subject: |
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so, in summary
i was running 2+ screwed-up modules, and i noticed that the freqs, too, were screwed. "Hope this helps " |
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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Posted: Fri Apr 18, 2003 3:09 pm Post subject: |
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Uh, yeah..I was going to post it as a bug (if there was a bug forum), but I noticed that this thread was about friendly fire so I thought I'd post here, it's not completely off topic anyway |
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