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
Post subject:
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
Post subject:
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:
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
Post subject:
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.