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Tweezy Novice

Age:36 Gender: Joined: Jun 16 2004 Posts: 84 Location: In Da Club Offline
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Posted: Thu Jul 06, 2006 11:44 pm Post subject: ASSS limitations? |
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I want to add a certain kind of upgrade to decoys in my zone. Lets say that a player gains enough... whatever... to upgrade his decoys. He can ?buy the upgraded decoy and what I want the decoy to do... is shoot bullets. O.o o.O Is it possible? Not move on its own or anything, but actually shoot bullets that will harm his opponents. Just a thought. Also, can a module be made to allow an upgrade to the radar so that players can see where opponents put down portals. You can see it if you put one down, why not modify it so that opponents can to? Just wondering if these things are server or clientside and whether they are modifiable or not. Thanks. _________________ Idle Hands are the Devil's Playground. |
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Fri Jul 07, 2006 12:38 am Post subject: |
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No to both. The first one is remotely possible, but it's not easy, and will be pretty obvious when the player puts a decoy down (defeating the purpose). The second is entirely clientside. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me |
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Bak ?ls -s 0 in

Age:26 Gender: Joined: Jun 11 2004 Posts: 1826 Location: USA Offline
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Posted: Fri Jul 07, 2006 1:40 am Post subject: |
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asss can detect where a player drops a portal and move an lvz image over it, displaying the positon. the first maybe with fake players. could fly around too _________________ SubSpace Discretion: A Third Generation SubSpace Client |
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Tweezy Novice

Age:36 Gender: Joined: Jun 16 2004 Posts: 84 Location: In Da Club Offline
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Posted: Fri Jul 07, 2006 2:27 am Post subject: |
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level of difficulty bak? |
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Dr Brain Flip-flopping like a wind surfer

Age:39 Gender: Joined: Dec 01 2002 Posts: 3502 Location: Hyperspace Offline
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Posted: Fri Jul 07, 2006 9:12 am Post subject: |
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Yes, but it couldn't be put on the radar. |
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Bak ?ls -s 0 in

Age:26 Gender: Joined: Jun 11 2004 Posts: 1826 Location: USA Offline
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Posted: Fri Jul 07, 2006 10:46 am Post subject: |
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unless you calculate where it should be on the radar and objmov it for each player individually...
difficulty? it would take a while |
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Tweezy Novice

Age:36 Gender: Joined: Jun 16 2004 Posts: 84 Location: In Da Club Offline
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Posted: Fri Jul 07, 2006 10:55 am Post subject: |
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May try the fake player thing, however the portal thing would probably show lag and not look too good, so I'll stray away from that one. |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Fri Jul 07, 2006 12:34 pm Post subject: |
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I'm pretty sure all the portal code is clientside (the server also isn't told when rockets are used). |
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Arnk Kilo Dylie Guest
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Posted: Fri Jul 07, 2006 1:28 pm Post subject: |
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I don't think there's a direct packet for laying a portal, but couldn't you loosely figure out when a portal was used by keeping track of their extra-position-data, and noticing when they have one less portal than before? |
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Tweezy Novice

Age:36 Gender: Joined: Jun 16 2004 Posts: 84 Location: In Da Club Offline
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Posted: Fri Jul 07, 2006 1:40 pm Post subject: |
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It would probably use up a lot of server resources to continuously track their extra position data. |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Fri Jul 07, 2006 6:07 pm Post subject: |
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I suppose using the extra position data is possible, but it would require some modifications to game.c so all the clients are told to send the extra data. |
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Chambahs Power attack

Joined: Jun 19 2005 Posts: 820 Offline
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Posted: Fri Jul 07, 2006 11:18 pm Post subject: |
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Thats why its hard to implement no-portals in CTF without using player positioning. |
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