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Server Help Community forums for Subgame, ASSS, and bots
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Sat Mar 06, 2010 2:37 am Post subject: |
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how can my module detect whether a player has lagged out instead of pressing f11? _________________ SSC Distension Owner
SSCU Trench Wars Developer |
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JoWie Server Help Squatter
Gender: Joined: Feb 25 2004 Posts: 215 Offline
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Posted: Sat Mar 06, 2010 5:56 am Post subject: |
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p->flags.no_ship
Read the damn ASSS source |
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Sat Mar 06, 2010 7:06 am Post subject: |
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thats a very misleading flagname D:
also, i use many computers, all but one dont have the source |
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Dr Brain Flip-flopping like a wind surfer
Age:38 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Sat Mar 06, 2010 7:20 am Post subject: |
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Why are you working on asss on computers without the source? If only there were somewhere where you could download the asss source, or view it online. Seriously, that's one of the worst excuses I've ever heard. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me |
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Mon Mar 29, 2010 6:59 pm Post subject: |
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when calling flag->SetFlags and flag->CountFlags both are returning 0.
i suspect this is because the AD_OK macro is failing, but i cant figure out why. |
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JoWie Server Help Squatter
Gender: Joined: Feb 25 2004 Posts: 215 Offline
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Posted: Tue Mar 30, 2010 9:47 am Post subject: |
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make sure the flag game is initialized first |
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Tue Mar 30, 2010 4:01 pm Post subject: |
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i was looking into that, but couldnt figure out how.
im curious as to why the header has two interfaces, but the code only declares one, and I_FLAGGAME is only found in those 2 files...
simply calling fg->Init(a) will crash the zone, im guessing due to null pointers, and calling
flag->SetCarryMode(a,CARRY_ALL);
flag->ReserveFlags(a,1);
also does nothing, and calling
flag->SetFlags(a,0,&fi,1);
flag->CountFlags(a);
both return 0, indicating failure |
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JoWie Server Help Squatter
Gender: Joined: Feb 25 2004 Posts: 215 Offline
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Posted: Tue Mar 30, 2010 6:39 pm Post subject: |
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A module implementing a flag game must register the interface I_FLAGGAME to the arena. This is usually done by fg_wz or fg_turf.
So if you are making your own flag game you would do something like:
static void FlagGameInit(Arena *arena)
{
flagcore->SetCarryMode(arena, CARRY_ALL);
flagcore->ReserveFlags(arena, 15);
}
static void FlagGameFlagTouch(Arena *arena, Player *p, int fid)
{
// ...
}
static void FlagGameCleanup(Arena *arena, int fid, int reason, Player *oldcarrier, int oldfreq)
{
// ...
}
static void FlagGainCB(Arena *arena, Player *p, int fid, int how)
{
// ...
}
static void FlagLostCB(Arena *arena, Player *p, int fid, int how)
{
// ...
}
static void FlagOnMapCB(Arena *arena, int fid, int x, int y, int freq)
{
// ...
}
static void FlagResetCB(Arena *arena, int freq, int points)
{
// ...
}
static Iflaggame flaggame =
{
INTERFACE_HEAD_INIT(I_FLAGGAME, "myflaggame")
FlagGameInit,
FlagGameFlagTouch,
FlagGameCleanup
};
EXPORT int MM_bla(int action, Imodman *mm_, Arena *arena)
{
// ...
else if (action == MM_ATTACH)
{
mm->RegInterface(&flaggame, arena);
mm->RegCallback(CB_FLAGGAIN, FlagGainCB, arena);
mm->RegCallback(CB_FLAGLOST, FlagLostCB, arena);
mm->RegCallback(CB_FLAGONMAP, FlagOnMapCB, arena);
mm->RegCallback(CB_FLAGRESET, FlagResetCB, arena);
}
else if (action == MM_DETACH)
{
if (mm->UnregInterface(&flaggame, arena))
return MM_FAIL;
mm->UnregCallback(CB_FLAGGAIN, FlagGainCB, arena);
mm->UnregCallback(CB_FLAGLOST, FlagLostCB, arena);
mm->UnregCallback(CB_FLAGONMAP, FlagOnMapCB, arena);
mm->UnregCallback(CB_FLAGRESET, FlagResetCB, arena);
}
}
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Wed Mar 31, 2010 12:31 am Post subject: |
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and eureka it works, although i still cant fathom why...
many thanks to you, good sir
edit:
now that i went back and looked, its an EXTREMELY odd way to do things, calling an interface that probably doesnt exist and sending it stuff >_< |
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Fri Apr 02, 2010 2:23 am Post subject: |
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i recently discovered you can send files from your continuum folder
big discovery, right? :P
however, i didnt send it from the top, i sent a file INSIDE A FOLDER in the continuum folder! :O
(ex: ?sendfile banners/meh.bmp)
was this possible in subgame with *putfile as well?
now knowing this, i cant help but wonder, is it possible for ?getfile to put the file INTO A FOLDER INSIDE your ss directory?
because that would mean the zone could put files there too.
and if that is true too, then couldnt we completely bypass the 4mb file transfer limit by sending the players requesting dl to a fake arena, then build the arena file structure, then send them to the real arena? :O |
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L.C. Server Help Squatter
Age:33 Gender: Joined: Jan 03 2003 Posts: 574 Location: Missouri, US Offline
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Posted: Fri Apr 02, 2010 8:35 am Post subject: |
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Cheese wrote: | and if that is true too, then couldnt we completely bypass the 4mb file transfer limit by sending the players requesting dl to a fake arena, then build the arena file structure, then send them to the real arena? :O | That's assuming there isn't a limit imposed on those two functions. If there is, and it happens to be the same limit, at least you can do up to 8 MB. |
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Dr Brain Flip-flopping like a wind surfer
Age:38 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Fri Apr 02, 2010 8:42 am Post subject: |
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IIRC, the incoming file name length is limited to 15 chars. That means unless your zone name is 3 characters, you're pretty much out of luck (assuming the incoming transfer will even allow directories; I haven't checked). |
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Fri Apr 02, 2010 11:09 am Post subject: |
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L.C. wrote: | [..]
That's assuming there isn't a limit imposed on those two functions. If there is, and it happens to be the same limit, at least you can do up to 8 MB. :p |
but whos to say you cant send them to a different fake arena per file? :)
Dr Brain wrote: | IIRC, the incoming file name length is limited to 15 chars. |
limited by asss or limited by the protocol? |
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Dr Brain Flip-flopping like a wind surfer
Age:38 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Fri Apr 02, 2010 11:39 am Post subject: |
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It's a protocol limitation, but don't take my word for it. Open up the code and find out for yourself. If you're serious about overcoming the limitation, you'll have to at least get your feet wet. |
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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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 Apr 06, 2010 8:40 am Post subject: |
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When an assertion fails, it means something was not like it is supposed to, and could potentially lead to a crash.
So in that part of the code, ad->fis[i].state == FI_ONMAP, but it should have been something else (or the other way around, depending on what it printed out)
http://en.wikipedia.org/wiki/Assertion_(computing)
Quote: | In computer programming, an assertion is a predicate (i.e., a true?false statement) placed in a program to indicate that the developer thinks that the predicate is always true at that place. |
_________________ (Insert a bunch of dead links here) |
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Tue Apr 06, 2010 2:55 pm Post subject: |
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why isnt doesnt the flagcore reinitialize after a flag reset?
all this does is force the arena to be destroyed and be recreated before a different flag mode can be used...
how do i prevent the 'flag game didn't set carry mode' message if the arena has no flags? |
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Thu Apr 08, 2010 12:40 am Post subject: |
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how was the old *thor level accomplished?
can i replicate it just by setting
Weapons.type=W_THOR
and Weapons.level?
and will anything happen if i set the other fields like shrap, level, bounce, etc? |
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Dr Brain Flip-flopping like a wind surfer
Age:38 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Thu Apr 08, 2010 9:32 pm Post subject: |
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i remember reading about all the possible weapon packet types/values on a site or possibly src file somewhere that listed all the types and their alternate values somewhere. (bomb + alt = mine)
does anyone know of something like that?
also, im really only interested in the special cases, if that helps
(burst alt? decoy alt? thor alt?) |
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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: Thu Apr 08, 2010 9:54 pm Post subject: |
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Cheese wrote: | i remember reading about all the possible weapon packet types/values on a site or possibly src file somewhere that listed all the types and their alternate values somewhere. (bomb + alt = mine)
does anyone know of something like that?
also, im really only interested in the special cases, if that helps
(burst alt? decoy alt? thor alt?) | There's a good chance that special alt's don't do anything |
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Fri Apr 09, 2010 2:38 am Post subject: |
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also, why do i seem to be getting erratic behavior from readdir()
in the wincompat header?
when i throw it in a loop, it runs filenumber+2 times (why +2?) and returns a string with only a \0 character for every dirent->d_name |
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Arnk Kilo Dylie Seasoned Helper
Age:36 Gender: Joined: Jul 14 2006 Posts: 108 Offline
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Posted: Fri Apr 09, 2010 2:06 pm Post subject: |
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I'd guess it's . and .. |
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Sat Apr 17, 2010 3:01 am Post subject: |
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fun fact:
i spent 10-15 mins and made a ?makefake and ?killfake command
i then wondered why it made 2 fakes instead of one.
turns out i hadnt looked at fake.c, which happened to have those already, and activated as well. I made the exact same command, and happened to use the exact same names.
dont make the same mistake i did :( |
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Tue Apr 20, 2010 6:58 pm Post subject: |
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what is the possible range for *objon?
i would guess its a power of 2, and i know its over 256...
and what is the point of failure?
does the lvz builder break first or the objon cmd?
PS:
also, it looks like theres a 256 object max?
edit:
found it.
Mine GO BOOM wrote: | By the data format alone, it supports upto 32,768 numbers (everything between 0 and 32,767). As if you should ever use that many without making Continuum use up 500meg of RAM, I'd suggest not. |
so its (2^16)/2
thats like a signed short int, right? |
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