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Arnk Kilo Dylie Seasoned Helper
Age:36 Gender: Joined: Jul 14 2006 Posts: 108 Offline
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Posted: Thu Nov 18, 2010 12:53 pm Post subject: |
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what's wrong with using a spawn box and just using cb_ppk to track if they're in it? probably less bandwidth intensive.
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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 Nov 19, 2010 1:50 pm Post subject: |
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this might be what you're looking for. i have not tested it, but it's basically a good start at the least, it compiles.
requires ace to build to a .c file (or stick the ace folder in your src/ folder, then set up spawnbox in one of the library .mk files, rename the file to spawnbox.aces, make deps and make) </shamelessplug>
if you're on windows and can't compile your own binaries I wish you the best of luck because I cannot help you there.
spawnbox.txt - 2.65 KB
File downloaded or viewed 32 time(s)
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Arnk Kilo Dylie Seasoned Helper
Age:36 Gender: Joined: Jul 14 2006 Posts: 108 Offline
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Posted: Sat Nov 20, 2010 10:24 pm Post subject: |
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Samapico wrote: | Soooo.... back to the solution of sending custom client settings to each player then? |
by the way going to double^H^H^H^H^H^Htriple post because i thought about this when writing up the quick module. somehow i doubt that you could update the settings fast enough to make people spawn in the new location when they change freqs. you'd still have to do some sort of check for the situation when their settings change and they spawn at the old place before the packet arrives. you could prevent this by not letting continuum do its own shipchanging or freqchanging but that's still more work..
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