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Posted: Mon May 17, 2004 7:35 am Post subject: Attatch toggling |
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Is it possible to make it so the server denies requests to attatch to people if they turn on somthing like ?noattatch... or would that require clientside editing? |
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Qndre Server Help Squatter

Gender: Joined: Jan 25 2004 Posts: 295 Offline
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Posted: Mon May 17, 2004 7:49 am Post subject: |
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Yes. You need to run a Subspace BOT. As far as I know there is a Plugin for MERV. Just look at Catid's website: http://catid.ssihosting.com/ If you don't know how to set up a bot or don't have much experience with the server system just come back and ask your questions.  |
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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: Mon May 17, 2004 11:00 am Post subject: |
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Yes, and ignore Qndre.
You have to read the player's position when you get the attach packet. Immediately send the detach request, and then used the autowarp.c warping method to send them to their original location.
Note that they may not have moved at all, but if they have the player's position, they wont wait for the server before they attach. _________________ Hyperspace Owner
Smong> so long as 99% deaths feel lame it will always be hyperspace to me |
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Qndre Server Help Squatter

Gender: Joined: Jan 25 2004 Posts: 295 Offline
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Posted: Mon May 17, 2004 1:50 pm Post subject: |
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Dr Brain wrote: | Yes, and ignore Qndre. |
Have I told him something wrong? Wasn't my answer correct? Or is it just that you don't want him to know? |
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Mine GO BOOM Hunch Hunch What What

Age:42 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Mon May 17, 2004 2:40 pm Post subject: |
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Qndre wrote: | Have I told him something wrong? Wasn't my answer correct? Or is it just that you don't want him to know? |
Did you look at the forum he posted in? Server Suggestions, ie: for ASSS, not subgame.
Even for subgame, a bot cannot force another user off a turret, so even then your answer is incorrect. |
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Paine Newbie
Age:36 Gender: Joined: May 17 2004 Posts: 20 Location: England Offline
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Posted: Mon May 17, 2004 3:23 pm Post subject: |
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theres a word for people like Qndre.
and its idiot. |
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Grelminar Creator of Asss
Joined: Feb 26 2003 Posts: 378 Offline
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Posted: Mon May 17, 2004 6:20 pm Post subject: |
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Are you implying that modifying PAttach in game.c to simply not send the turret packet (based on some condition) isn't enough? I haven't tried it, but I'd expect it would work. If not that, maybe having it send a turret packet that says the player is detaching?
If this is a commonly requested thing, I should add the appropriate hooks to game.c. |
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Cyan~Fire I'll count you!

Age:37 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Mon May 17, 2004 6:22 pm Post subject: |
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You might want to add a little note to your sticky saying this is ASSS only. _________________ This help is informational only. No representation is made or warranty given as to its content. User assumes all risk of use. Cyan~Fire assumes no responsibility for any loss or delay resulting from such use.
Wise men STILL seek Him. |
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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: Mon May 17, 2004 8:09 pm Post subject: |
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I haven't actually tested what I suggested there, but I was just assuming that if a player is attaching to another on the same screen, that it doesn't wait for server confirmation. |
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Mine GO BOOM Hunch Hunch What What

Age:42 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Mon May 17, 2004 10:21 pm Post subject: |
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If the client sends an attach request packet, no matter where the other user is, the client goes into pause mode. On your screen, you become invisible and unkillable. BUT, the client still keeps track of where you would be going if you didn't attach, and what you'd be hit by. If the server accepts this, and sends that packet saying you are now on that user, you'd attach to him, and that extra data Continuum recorded would go to waste.
If the server does not send the packet, or it comes too long afterwards (I think like 5 or 10 seconds), you remove from this pause mode, and everything that would have happened if you didn't press any button for that time period does happen. So, if you apply this toggle to how Continuum runs, people would attempt to attach, not be able to, and then usually end up dead because they hit things they couldn't dodge for a couple of seconds.
Now the way VIE Subspace worked, is that when you enter pause mode, everything about you would wait. If you hit F7 during this time, or the 5 seconds delay happens, you would re-appear from where you were paused at, and no damage would happen to you. Very handy if you were laggy, as you could ignore bomb damage, and see to 'jump' in time, because you would pause in space for a split second. Continuum keeps track during this attachment pause to prevent this type of abuse.
Sorry, if I remember correctly, I'm the one who requested this fix, because I was one of those people who abused this back in 33.6kbps dial-up days while downloading huge files. |
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-Smong- Guest
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Posted: Tue May 18, 2004 5:36 am Post subject: |
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I find that in some zones if you try and attach to someone that just died, you are waiting so long for them to respawn that you lag out. |
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D1st0rt Miss Directed Wannabe

Age:37 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Tue May 18, 2004 3:48 pm Post subject: |
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If there was a way in subgame to make people detach, I would've found it in my battleship bot for trench (should be up soon). What I had to do was *setfreq them to get them off
ASSS == 1337 _________________
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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Tue May 18, 2004 3:56 pm Post subject: |
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my noattach bot is on catid's website, there are plenty of ways to detach people |
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Paine Newbie
Age:36 Gender: Joined: May 17 2004 Posts: 20 Location: England Offline
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Posted: Tue May 18, 2004 7:57 pm Post subject: |
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wait a second.... would It be possible for a bot to *prize (say 5000) to get you over an attach limit (for a ship to be allowed to attach to you) when you want people to attach, and then !attachoff to remove those 5000 again?
...the downside would be needing a minbounty for ships to be allowed to attach to you needing to be coded. |
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D1st0rt Miss Directed Wannabe

Age:37 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Tue May 18, 2004 8:47 pm Post subject: |
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MERVBot.com wrote: | *shipsets the turreter 2 times and then *warpto back to thier place. |
basically the same thing, only I didn't warp them back as it wasn't necessary. |
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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Tue May 18, 2004 9:19 pm Post subject: |
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lol you could also *kill them, that would detach them |
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Guest Guest
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Posted: Sat Jan 15, 2005 10:06 am Post subject: |
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but if you *setship them then they will loose their specials in a dueling zone if you know someone has noattach on you just attach to get your specials back to normal. Unless the bot ofcause checks exactly what specials you have and prize them if the illegal attack attempt has been made.. |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sat Jan 15, 2005 12:48 pm Post subject: |
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It might be possible to do this the long way. Set every ship so you can't attach to it. Then you would need to priv message the person you want to attach to a certain command, or their name as the command's parameter. The server then generates and sends the s2c attach packet as normal.
The command can perform checks such as distance, same freq and ?noattach toggle before calling a FakeAttach interface function. |
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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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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sat Jan 15, 2005 1:20 pm Post subject: |
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I am not saying they are wrong. I will say that it should be less glitchy using a command, especially for people using the original Subspace. |
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