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ASSS Custom Projects - <py> br (bounty rabbit)

Anonymous - Fri Jan 28, 2005 10:37 am
Post subject: <py> br (bounty rabbit)
This is quite long so I'm attaching it. I copied the arena messages from the mervbot plugin source code. To use it add Misc:BountyRabbit=yes to your arena.conf and add cmd_newpick to conf/groupdef.dir/mod. Don't forget to rename it back to .py.
Anonymous - Fri Jan 28, 2005 2:03 pm
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Oops, there's a silly bug in that version. Maybe I should have copied the game logic from merv as well as the messages? ^_^
Muskrat - Fri Jan 28, 2005 3:00 pm
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Nice, going to try it out
Smong - Fri Jan 28, 2005 6:46 pm
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I'm really sorry about this. But it's so easy to make mistakes in py modules and not notice them. So here is a newer version of it. I took the trouble to login so I can edit it in future.

If you notice any weird errors, like only one person in a ship and still the game continues, or it says 'game stopped' multiple times without it saying 'new rabbit' inbetween please let me know.
Anonymous - Sat Jan 29, 2005 9:23 am
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yea, me and smong are testing (feels important)

Note: AND LET ME STAY IMPORTANT! tongue.gif
Rog - Thu Oct 18, 2007 3:46 pm
Post subject: Red radar dot for BountyRabbit?
I know I'm necroing a really old thread, but I've got a question in regards to the <py> br (BountyRabbit) module for ASSS. I'm hoping either Smong is still around or someone else can answer this for me:

I've setup a LAN server and the module is working really great, but with the small number of players (twenty at most) we have, it would be nice to be able to chase the rabbit without having to search in every little corner of the map.

Is there a simple way to set the BountyRabbit player in a flashing red dot on the radar that also shows up on the enlarged ALT radar? Just like when a player has the ball for soccer would be great.

(Edit: I'm using revision 12 of br.py from http://toktok.sscentral.com/ss-asss.html if that makes any difference)
tcsoccerman - Thu Oct 18, 2007 3:53 pm
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theres actually a feature in continuum itself called "?target=<x>", where x represents a bounty. so, if say, u set ?target=5000, the radar will show all opponents with a bounty of 5000 or higher as light blue.

note:plz correct anything that i am incorrect in as i am not very sure about some of it.
Rog - Thu Oct 18, 2007 4:01 pm
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tcsoccerman wrote:
theres actually a feature in continuum itself called "?target=<x>", where x represents a bounty. so, if say, u set ?target=5000, the radar will show all opponents with a bounty of 5000 or higher as light blue.

note:plz correct anything that i am incorrect in as i am not very sure about some of it.


Unfortunately, ?target doesn't show in the larger map when you press ALT, just the minimap of the near-area. I'm looking for a solution where the general location of the bountyrabbit can be found from anywhere.
Samapico - Thu Oct 18, 2007 4:21 pm
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An even simpler way to know where he is would be to show his location as coordinates (B5, M9, whatever), perhaps using lvz, or with periodic messages
Rog - Fri Oct 19, 2007 10:31 am
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Hmm, well in an attempt to answer my own dilemma, I'm fiddling with attaching a ball to the player who is currently the BountyRabbit by adding the following function and calling it when the BountyRabbit is changed to another player:
Code: Show/Hide

balls = get_interface(I_BALLS)

def new_ballowner(arena, br_rabbit, bid):
    bd = balldata()
    bd.state = BALL_CARRIED
    bd.carrier = br_rabbit
    balls.PlaceBall(arena, bid, bd)

cb6 = reg_callback(CB_BALLFIRE, new_ballowner)

Excuse me if it seems messy or I'm making naive assumptions, I got the idea from examples on the ASSS Wiki. I have very little experience with Python (wow, indentation rules really throw me for a loop, I keep throwing in tabs habitually) or ASSS modules and have just come back to Subspace itself after a decade or so. =)

It may be an overcomplicated solution, I'm not sure. Does anybody know if I've missed anything? I suppose this would have to assume no goals on the map, or combining it in any way with a Powerball game, because it doesn't account for those.

Edit: changed code to add callback to avoid player throwing the "ball" away.
Animate Dreams - Wed Nov 07, 2007 12:08 pm
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Last time I used this module, I had a few problems with it. I probably should have written them down(hell, I might have), but I still remember one of them. Whenever a player died before killing the bountyrabbit(you know, you release a bomb, get killed, and your bomb kills the rabbit... happens all the time in OHKO zones), they would get prized while they were in limbo, and wouldn't spawn with the bounty. A simple timer on the prize would work, but that really isn't ideal for when the player ISN'T dead... they'll probably want the prize ASAP. But I think it's probably better than nothing. I think the reason I didn't mention it when I ran into the issue was because I planned on adding a timer myself... but I obviously never got around to it.

On a related note, another common occurence is both players killing each other. The rabbit ends up going to whoever killed the other player last. I personally think that's kind of trivial, so in the result of a double-kill, it might be nice just to give rabbit back to the original rabbit. It makes sense to still reset the clock, though. That would probably be easily implemented alongside a timer on the prize... but it's probably best put in as an option, so the zone owner can just change a setting to choose if he wants that feature or not. Just a couple suggestions, in case someone updates this.
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