Yes. Setting it to -1 will have odd results.
tcsoccerman - Sun Jul 27, 2008 1:12 pm
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sorry,
I did get it to work by setting the weapon packets pid to the fakeplayer's pid. sorry for making any offensive assumptions doc. your post before that mis-made me think that it was not possible in asss.
thanks for all you're help.
Dr Brain - Sun Jul 27, 2008 2:34 pm
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Glad you got it resolved. Everything in SS uses pids, so you really have to make sure you get them correctly set, especially if you ever do any work with the attach packets.
hellzlaker - Sun Jul 27, 2008 2:57 pm
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hm this is a bit offtopic, but tcsoccerman is halo going to be ASSS since i see you working on different modules :\
tcsoccerman - Sun Jul 27, 2008 8:52 pm
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you're assuming this isn't for halo. yes, it's for a different zone but will quite possibly be used in halo after a few changes.
hellzlaker - Sun Jul 27, 2008 11:37 pm
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This isn't what i meant I was just asking if halo was ASSS or SubGame, and i meant to say "i think its ASSS because your working on modules instead of bots"
tcsoccerman - Mon Jul 28, 2008 9:20 am
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yes this is asss. that's why it's in asss custom projects forum.
tcsoccerman - Mon Aug 04, 2008 3:30 pm
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as far as bombs go, i'm trying to set a velocity to the weapons packet but the pid is being velocitized not the bomb. why is this?
void FireWeapon(struct TurretData *td, int type, int level)
{
chat->SendArenaMessage(td->arena, "Creating Weapon Data");
struct S2CWeapons packet;
packet.type = S2C_WEAPON; /* 0x05 */
packet.rotation = td->FakePlayer->position.rotation;
packet.time = 500;
packet.x = td->FakePlayer->position.x;
packet.yspeed = -500;
packet.playerid = td->FakePlayer->pid;
packet.xspeed = -600;
packet.checksum = 0;
//u8 status = STATUS_STEALTH | STATUS_CLOAK | STATUS_UFO;
packet.c2slatency = 0;
packet.y = td->FakePlayer->position.y;
packet.bounty = 0;
packet.weapon.type = type;
packet.weapon.shrapbouncing = 1;
packet.weapon.shraplevel = 2;
packet.weapon.shrap = 31;
packet.weapon.alternate = 1;
packet.weapon.level = level;
Player *p;//null player to except
net->SendToArena(td->arena, td->FakePlayer, (byte*)&packet, sizeof(struct S2CWeapons) - sizeof(struct ExtraPosData), NET_RELIABLE);
} |
Dr Brain - Tue Aug 05, 2008 7:57 am
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In the settings, bombs have fixed bomb speeds. If you need to send a bomb at a specific speed, make the player travel that fast minus the bomb speed.
tcsoccerman - Tue Aug 05, 2008 4:10 pm
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is it possible to send a bomb at any speed without moving the player?
it seems whenever i set packet.x/yspeed to anything those values are applied onto the player with pid of packet.pid, and whenever i do not set those values, the bombs turn into mines and don't move.
thank you.
Dr Brain - Tue Aug 05, 2008 5:43 pm
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No.