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isBase and Turf setup

 
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KrynetiX
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PostPosted: Mon Dec 18, 2006 4:21 am    Post subject: isBase and Turf setup Reply to topic Reply with quote

I'm wondering what isBase is -exactly-

autowarp region (clt) is being buggy for me, i have it set to warp me to 12 12 and i end up being warped the the very left/center of map (not 12,12)

and now when i include <py> fg_turf the server crashes at startup (opens and closes)

hopefully i have some answers by morning, thanks in advance


modules.conf
Code: Show/Hide
fm_normal
game

lagaction

cfghelp
filetrans
quickfix

;scoring:jackpot
;scoring:periodic
;scoring:points_kill
;scoring:points_flag
;scoring:points_goal

;turf:turf_reward
; turf:turf_stats
;turf:points_turf_reward

playercmd
admincmd
help
sendfile

funky:autowarp
funky:brickwriter
buy

fake
funky:autoturret
funky:record
;; adds compatibility for a bunch of subgame commands:
funky:sgcompat

;; uncomment this for multiple pub arena support:
; ap_multipub

;; important: enc_null cannot coexist with either of the other
;; encryption modules! comment it out to use them.
; enc_null
security:enc_cont
enc_vie

;; alias database stuff:
; database:mysql
; database:aliasdb

;; python modules:
;; pymod must be loaded before any "<py>" modules.
pymod:pymod
; <py> fm_password
;<py> exec
; <py> fg_wz
<py> fg_turf


messages
objects



Can someone explain to me how to setup my turf game? Theres 3 bases with 1 stationary non-carriable flag in each, and owning all 3 wins the round instantly, while owning two for x amount of minutes also wins the round. Also, how to setup points per kill while team owns a flag, double for 2 flags.

Wich modules do i include and why does fg_turf crash the zone?
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PostPosted: Mon Dec 18, 2006 11:52 pm    Post subject: Reply to topic Reply with quote

You know, I don't think I've ever had fg_turf crash my zone, but I've never gotten turf to work either. I think maybe the module is just broken. I don't know anyone who's gotten it to work. It probably worked at one point, at least, and who knows, it's very possible I'm just doing something wrong.A lot of the scoring modules were just created to have a basic compatibility to subgame servers. They weren't necessarily meant to be, um... good. Maybe this is the same way? It would be very nice for someone to write a much more customizable version. I seems complex though, I have a hard time with modules that involve flags, I guess there's really no simple way to do that.

Anyway, make sure you loaded all the other turf modules like turf_reward, turf_stats, and points_turf_reward? I'm not sure which of those you need, but it might help
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Smong
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PostPosted: Tue Dec 19, 2006 9:51 am    Post subject: Reply to topic Reply with quote

Those turf_* modules are a souped up version of turf, I don't think you should use fg_turf and turf_* at the same time (hmm, checking the code I'll confirm this later). I suggest you run the server from the command line so you can see any error messages.

I'm not sure how you intend to do the scoring how you described. But to get periodic rewards you need to load periodic and points_periodic, then attach points_periodic to the arena (note: points_periodic is missing from the default modules.conf, add it in).

Looking at points_kill.c if you use Kill:PointsPerTeamFlag that will add an extra reward onto the kill points for each flag the killer's team owns. Make sure Kill:FlagMinimumBounty is low enough.

Edit update:
It looks like it's turf_* and *periodic that can't be used in the same arena. To prevent the crash on load delete lines 47 to 78 of fg_turf.py (that's all the persist stuff). I did attempt to try the new turf modules but they just crashed win asss when I entered the arena. I'm attaching the settings I used to save other people having to type them out.
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KrynetiX
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PostPosted: Wed Dec 20, 2006 7:32 am    Post subject: Reply to topic Reply with quote

thanks smong, i'll try this out and let you know what happens. I'm still confused as to why the regions don't work, there must be something i'm forgeting to do. I know i didn't set them up wrong in CLT because well it's a pretty simple interface. I *insmod funky:autowarp but i think it's allready loaded by default because after it says it's loaded it still does the same thing (warps me to the wrong spot).
I guess i shouldn't worry about isBase, but as of now it seems like a nifty unknown thing to me right now, i'm just curious as to what kind of modules i can make with it since it seems it's made specifically for turf, but i could be very wrong.
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PostPosted: Wed Dec 20, 2006 7:53 am    Post subject: Reply to topic Reply with quote

Code: Show/Hide
[TurfReward]
; The reward algorithm to be used.  Built in algorithms include:
; TR_STYLE_DISABLED: disable scoring,
; TR_STYLE_PERIODIC: normal periodic scoring but with the all the extra stats,
; TR_STYLE_STANDARD: see souce code documenation (complex formula) + jackpot based on # players
; TR_STYLE_STD_BTY: standard + jackpot based on bounty exchanged
; TR_STYLE_FIXED_PTS: each team gets a fixed # of points based on 1st, 2nd, 3rd,... place
; TR_STYLE_WEIGHTS: number of points to award equals number of weights owned
RewardStyle = $TR_STYLE_PERIODIC
MinPlayersTeam = 3
MinPlayersArena = 6
MinTeams = 2
MinFlags = 3

; The minimum percent of flags needed to be owned by a freq for
; that team to be eligable to recieve points.
; (ex. 18532 means 18.532%)
MinFlagsPercent = 25000


#^^Based on 3 flags

Code: Show/Hide
; The minimum number of weights needed to be owned by a freq for
; that team to be eligable to recieve points.
MinWeights = 1


#^^I don't quite understand weights.. Are they specifying what the flag is worth under different circumstances? If so i shouldn't have a problem with weights.

Code: Show/Hide
; The minimum percent of weights needed to be owned by a freq for
; that team to be eligable to recieve points.
; (ex. 18532 means 18.532%)
MinWeightsPercent = 0

; The minimum percent of points needed to be owned by a freq for
; that team to be eligable to recieve points.
; (ex. 18532 means 18.532%)
MinPercent = 0

; Modifies the number of points to award.  Meaning varies based on reward
; algorithm being used.
; For $REWARD_STD: jackpot = # players * RewardModifer
RewardModifier = 200

; The maximum number of points allowed to be award to a single player per
; ding. If a player's points is calculated to be ablove the max, only this
; amount will be awarded.
MaxPoints = 10000
TimerInitial = 6000
TimerInterval = 6000
SpecRecievePoints = 0
SafeRecievePoints = 0

; Style of recovery cutoff to be used.
; TR_RECOVERY_DINGS - recovery cutoff based on RecoverDings.
; TR_RECOVERY_TIME - recovery cutoff based on RecoverTime.
; TR_RECOVERY_DINGS_AND_TIME - recovery cutoff based on both RecoverDings
; and RecoverTime.
RecoveryCutoff = $TR_RECOVERY_DINGS_AND_TIME
RecoverDings = 1
RecoverTime = 300
RecoverMax = -1


##^^This is what the server uses to see when the flag has been stolen?

Code: Show/Hide
; The method weights are calculated:
; TR_WEIGHT_TIME means each weight stands for one minute
; (ex: Weight004 is the weight for a flag owned for 4 minutes).
; TR_WEIGHT_DINGS means each weight stands for one ding of ownership
; (ex: Weight004 is the weight for a flag that was owned during 4 dings).
WeightCalc = $TR_WEIGHT_DINGS
SetWeights = 0
;Weight0 = ...
;...


##Again, the weight of the flag seems to be (but never clearly stated) the value in points of an owned flag?

Code: Show/Hide
; changed settings for this section:
RewardStyle = $TR_STYLE_PERIODIC
MinPlayersTeam = 1
MinPlayersArena = 1
MinTeams = 1
TimerInitial = 2000
TimerInterval = 2000
MinWeights = 0

[TurfStats]
MaxHistory = 0
StatsOnDing = 1

; changed settings for this section:


[Flag]

; client-side stuff
FlaggerOnRadar=1
FlaggerKillMultiplier=2
FlaggerGunUpgrade=1
FlaggerBombUpgrade=1
FlaggerFireCostPercent=1000
FlaggerDamagePercent=1000
FlaggerBombFireDelay=0
FlaggerSpeedAdjustment=0
FlaggerThrustAdjustment=0
;CarryFlags=1
FlagDropDelay=3000
FlagDropResetReward=0
EnterGameFlaggingDelay=1000
FlagBlankDelay=200
NoDataFlagDropDelay=500

; new server settings

;GameType = $FLAGGAME_BASIC
FlagCount = 5 - 7


[b]##^^ Well this seems to be implying a regular EG flag game, i should change GameType i suppose.


Code: Show/Hide
FlagReward=15000
SplitPoints=0

ResetDelay=1440000
FriendlyTransfer=0

SpawnX = 500
SpawnY = 500
SpawnRadius = 10

DropRadius = 2
NeutRadius = 10

DropOwned = 1
NeutOwned = 0

; changed settings for this section:
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KrynetiX
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PostPosted: Wed Dec 20, 2006 1:07 pm    Post subject: Reply to topic Reply with quote

ok it's crashing when i use -any- pymod
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PostPosted: Wed Dec 20, 2006 2:34 pm    Post subject: Reply to topic Reply with quote

it's not crashing with pymods anymore. But it won't load some and some load buggy



Code: Show/Hide
Loading module pymod pymod failed
  Aquarius> ?insmod pymod:pymod
E <pymod> can't import cPickle
Module pymod:pymod loaded successfully



Code: Show/Hide
  Aquarius> ?insmod <py> fg_turf
E <pymod> error loading python module 'fg_turf'



now here scoring loads but
Code: Show/Hide
  Aquarius> ?insmod scoring:points_goal
Module scoring:points_goal loaded successfully
  Aquarius> ?goal
  Aquarius> ?points
  Aquarius> ?score
  Aquarius> ?sheep
Baaah
  Aquarius> ?game
  Aquarius> ?time
Time left: 0 minutes 0 seconds


note that i'm not commenting these modules that fail to load in modules.conf because as3 crashes when it tries to load them at startup
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PostPosted: Wed Dec 20, 2006 10:37 pm    Post subject: Reply to topic Reply with quote

cPickle is for persistant data. Upgrade your version of python if you want support for it.
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PostPosted: Wed Dec 20, 2006 11:03 pm    Post subject: Reply to topic Reply with quote

i commented out persistent data and i did some other things and i have turf working.. not the game and weights but at leaste the flags show where i want them to, and the ball spawns where i want it to, and the warps work as i want them to

now i need to figure out how to setup a flag mode like this:
3 flags 1 in each base (left right and top) powerball spawns by the top flag and the goal is in another base (bottom)

So you own two flags until X amount of points = win

OR you can claim all three flags for a quickwin. Maybe when all three flags are owned the settings can equal the amount of points needed to win just by owning it for 1 second?
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PostPosted: Thu Dec 21, 2006 12:47 am    Post subject: Reply to topic Reply with quote

Can someone kindly help me create this?


The object of the game is to earn your team 100 points. There are four bases, Top, Left, Right, Bottom. The top, left, and right base each contain one flag, while the bottom base contains a goal for the powerball that spawns near the flag in top base. (I have the ballspawn and turf mode all setup.)

What I still need it to do:

Give the whole freq 1 point each when a teammate kills and enemy. (2 points if they own two flags, 3 if they own three flags)

Give the whole freq 20 points each when a teammate scores a goal.

Give the whole freq 10 points each every 1 minute a flag is held. (Give 20 points each if two flags are held, 40 if three flags are held. (holding 3 flags is almost an instant win)



[img]www.krynetix.net/bzpub.gif[/img]

[img]www.krynetix.net/bzfr.gif[/img]

AS3 Battlezone (Turf)
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PostPosted: Thu Dec 21, 2006 2:50 pm    Post subject: Reply to topic Reply with quote

Were you intending to base winning on the player with the most points, and reset them after a game, or keep track of game points separately?

Just a side note I based the flags.conf off the default one that comes with asss. During turf most of the settings in the [Flag] section probably get ignored. Also GameType is no longer used and CarryFlags is only relevant for warzone/basing style flagging, that's why I commented them out.
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PostPosted: Thu Dec 21, 2006 6:17 pm    Post subject: Reply to topic Reply with quote

I plan to keep the points separate so when someone on the team gains points, the whole team gets those points.
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