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Server Help | ASSS Wiki (0) | Shanky.com
Attatch toggling

 
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PostPosted: Mon May 17, 2004 7:35 am    Post subject: Attatch toggling Reply to topic Reply with quote

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
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PostPosted: Mon May 17, 2004 7:49 am    Post subject: Reply to topic Reply with quote

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. biggrin.gif
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Dr Brain
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PostPosted: Mon May 17, 2004 11:00 am    Post subject: Reply to topic Reply with quote

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.
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Qndre
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PostPosted: Mon May 17, 2004 1:50 pm    Post subject: Reply to topic Reply with quote

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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PostPosted: Mon May 17, 2004 2:40 pm    Post subject: Reply to topic Reply with quote

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
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PostPosted: Mon May 17, 2004 3:23 pm    Post subject: Reply to topic Reply with quote

theres a word for people like Qndre.

and its idiot.
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Grelminar
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PostPosted: Mon May 17, 2004 6:20 pm    Post subject: Reply to topic Reply with quote

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
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PostPosted: Mon May 17, 2004 6:22 pm    Post subject: Reply to topic Reply with quote

You might want to add a little note to your sticky saying this is ASSS only.
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Dr Brain
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PostPosted: Mon May 17, 2004 8:09 pm    Post subject: Reply to topic Reply with quote

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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PostPosted: Mon May 17, 2004 10:21 pm    Post subject: Reply to topic Reply with quote

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-
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PostPosted: Tue May 18, 2004 5:36 am    Post subject: Reply to topic Reply with quote

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
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PostPosted: Tue May 18, 2004 3:48 pm    Post subject: Reply to topic Reply with quote

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

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PostPosted: Tue May 18, 2004 3:56 pm    Post subject: Reply to topic Reply with quote

my noattach bot is on catid's website, there are plenty of ways to detach people
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Paine
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PostPosted: Tue May 18, 2004 7:57 pm    Post subject: Reply to topic Reply with quote

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
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PostPosted: Tue May 18, 2004 8:47 pm    Post subject: Reply to topic Reply with quote

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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PostPosted: Tue May 18, 2004 9:19 pm    Post subject: Reply to topic Reply with quote

lol you could also *kill them, that would detach them
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PostPosted: Sat Jan 15, 2005 10:06 am    Post subject: Reply to topic Reply with quote

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
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PostPosted: Sat Jan 15, 2005 12:48 pm    Post subject: Reply to topic Reply with quote

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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PostPosted: Sat Jan 15, 2005 1:01 pm    Post subject: Reply to topic Reply with quote

I think grelminar's suggestion and MGB's elaboration is correct, just don't send the attach packet back to the client issuing the request
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Smong
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PostPosted: Sat Jan 15, 2005 1:20 pm    Post subject: Reply to topic Reply with quote

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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