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ASSS limitations?

 
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Tweezy
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PostPosted: Thu Jul 06, 2006 11:44 pm    Post subject: ASSS limitations? Reply to topic Reply with quote

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.
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Dr Brain
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PostPosted: Fri Jul 07, 2006 12:38 am    Post subject: Reply to topic Reply with quote

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.
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PostPosted: Fri Jul 07, 2006 1:40 am    Post subject: Reply to topic Reply with quote

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
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Tweezy
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PostPosted: Fri Jul 07, 2006 2:27 am    Post subject: Reply to topic Reply with quote

level of difficulty bak?
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Dr Brain
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PostPosted: Fri Jul 07, 2006 9:12 am    Post subject: Reply to topic Reply with quote

Yes, but it couldn't be put on the radar.
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PostPosted: Fri Jul 07, 2006 10:46 am    Post subject: Reply to topic Reply with quote

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
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PostPosted: Fri Jul 07, 2006 10:55 am    Post subject: Reply to topic Reply with quote

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
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PostPosted: Fri Jul 07, 2006 12:34 pm    Post subject: Reply to topic Reply with quote

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
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PostPosted: Fri Jul 07, 2006 1:28 pm    Post subject: Reply to topic Reply with quote

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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PostPosted: Fri Jul 07, 2006 1:40 pm    Post subject: Reply to topic Reply with quote

It would probably use up a lot of server resources to continuously track their extra position data.
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Smong
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PostPosted: Fri Jul 07, 2006 6:07 pm    Post subject: Reply to topic Reply with quote

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
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PostPosted: Fri Jul 07, 2006 11:18 pm    Post subject: Reply to topic Reply with quote

Thats why its hard to implement no-portals in CTF without using player positioning.
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