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Misc ASSS Questions
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Cheese
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PostPosted: Sat Mar 06, 2010 2:37 am    Post subject: Reply to topic Reply with quote

how can my module detect whether a player has lagged out instead of pressing f11?
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JoWie
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PostPosted: Sat Mar 06, 2010 5:56 am    Post subject: Reply to topic Reply with quote

p->flags.no_ship


Read the damn ASSS source
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Cheese
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PostPosted: Sat Mar 06, 2010 7:06 am    Post subject: Reply to topic Reply with quote

thats a very misleading flagname D:

also, i use many computers, all but one dont have the source
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Dr Brain
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PostPosted: Sat Mar 06, 2010 7:20 am    Post subject: Reply to topic Reply with quote

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.
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Cheese
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PostPosted: Mon Mar 29, 2010 6:59 pm    Post subject: Reply to topic Reply with quote

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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PostPosted: Tue Mar 30, 2010 9:47 am    Post subject: Reply to topic Reply with quote

make sure the flag game is initialized first
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Cheese
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PostPosted: Tue Mar 30, 2010 4:01 pm    Post subject: Reply to topic Reply with quote

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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PostPosted: Tue Mar 30, 2010 6:39 pm    Post subject: Reply to topic Reply with quote

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:

Code: Show/Hide

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
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PostPosted: Wed Mar 31, 2010 12:31 am    Post subject: Reply to topic Reply with quote

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
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PostPosted: Fri Apr 02, 2010 2:23 am    Post subject: Reply to topic Reply with quote

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.
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PostPosted: Fri Apr 02, 2010 8:35 am    Post subject: Reply to topic Reply with quote

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. sa_tongue.gif
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Dr Brain
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PostPosted: Fri Apr 02, 2010 8:42 am    Post subject: Reply to topic Reply with quote

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
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PostPosted: Fri Apr 02, 2010 11:09 am    Post subject: Reply to topic Reply with quote

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
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PostPosted: Fri Apr 02, 2010 11:39 am    Post subject: Reply to topic Reply with quote

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
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PostPosted: Tue Apr 06, 2010 3:06 am    Post subject: Reply to topic Reply with quote

somehow i have gotten this in a crash:

Code: Show/Hide

Assertion failed: ad->fis[i].state == FI_ONMAP, file core/flagcore.c, line 132

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
asss out of memory. restarting.



no idea what an assertion is...
i hadnt called setflags and i reserved 1 flag


also, when you get a crash due to a deadlock, it restarts, thats good, but it never can bind the listen port, so the restart is essentially useless...
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Samapico
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PostPosted: Tue Apr 06, 2010 8:40 am    Post subject: Reply to topic Reply with quote

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.

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Cheese
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PostPosted: Tue Apr 06, 2010 2:55 pm    Post subject: Reply to topic Reply with quote

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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PostPosted: Thu Apr 08, 2010 12:40 am    Post subject: Reply to topic Reply with quote

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
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PostPosted: Thu Apr 08, 2010 7:33 am    Post subject: Reply to topic Reply with quote

http://bitbucket.org/drbrain/hs_util/src/tip/kill.c line 97
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Cheese
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PostPosted: Thu Apr 08, 2010 9:32 pm    Post subject: Reply to topic Reply with quote

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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PostPosted: Thu Apr 08, 2010 9:54 pm    Post subject: Reply to topic Reply with quote

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
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PostPosted: Fri Apr 09, 2010 2:38 am    Post subject: Reply to topic Reply with quote

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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PostPosted: Fri Apr 09, 2010 2:06 pm    Post subject: Reply to topic Reply with quote

I'd guess it's . and ..
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PostPosted: Sat Apr 17, 2010 3:01 am    Post subject: Reply to topic Reply with quote

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
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PostPosted: Tue Apr 20, 2010 6:58 pm    Post subject: Reply to topic Reply with quote

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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