oh.. and it may have been lost at the bottom of the pile. But while working on roof-mod a bit, i was wondering if my Roof-Deform idea ever got mulled over? Making more stalagmites, or blasting them away.
The roof deforming would be easy enough, the only reason it's not been done already as it would lead to an increase in the information sent when people connect mid round. I would have to look at optimizing that before also sending the roof details.
Not quite. They are pre-placed Ai's; they fire as a bot-tank. I'm meaning a way to have a floating object in space fire a shot 'event' randomly like the standard meteors or lightning.
I guess it's not obvious, and testing doesn't really matter if no one is using it
The way to do it is to have a landscape event fire a weapon periodically. If the weapon is something like the BoidsLaser in the accessories.xml file the position and direction of the weapon will be taken from a random target from the given target group. Giving the appearance that the target is firing a weapon, in this case a laser.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
Thrax wrote:
Not quite. They are pre-placed Ai's; they fire as a bot-tank. I'm meaning a way to have a floating object in space fire a shot 'event' randomly like the standard meteors or lightning.
I guess it's not obvious, and testing doesn't really matter if no one is using it
The way to do it is to have a landscape event fire a weapon periodically. If the weapon is something like the BoidsLaser in the accessories.xml file the position and direction of the weapon will be taken from a random target from the given target group. Giving the appearance that the target is firing a weapon, in this case a laser.
Actually, you just answered my question.
And showed a mistake I made in the Wiki.
type='WeaponGroupSelect' is the tag I was looking for.
I will have to rewrite the Wiki entry for it, since I was mistaken on it's
function before.. I thought it pointed the weapon "AT" the selected group,
like an anti-aircraft missile.
And now that I know, i've tested it a few ways.
(And yes, i do plan to use it.. a lot. Swars- remember?)
It helped discover some interesting things.
It -can- be used for flying boids nicely, Tie-fighters do randomly fire
thier beams at the event cycle. The down-side being they are there-by
destroyed by thier own weapon as it fires..
And secondly.. if the happen to be outside the border as it fires, the
system goes bonkers for a while fighting with the wall response to the
shot weapon and the resulting death-action. Bounce-walls rattled in
impact patterns for 10-15 sec before giving up and letting me resume.
Joined: Thu Jan 08, 2004 1:32 am Posts: 2923 Location: Ohio, US
Just a quick note: On my new comp with Vista and an ATI card, I'm getting a black landscape (trees still show up) with normal options. Seems like I had this problem before and you fixed it once... Unfortunately, I didn't have time to do extensive testing to find the cause. Just thought I'd let you know for right now.
I'm going to update the drivers on the ATI card and play with the settings more on my day off and maybe play around with Vista's compatibility mode.
However, I noticed something strange with fuel while I was checking out the map. I tryed to fuel across one of the roads (not the bridge) like I used to and ran into a problem.
The map is pretty rigidly defined, it doesn't change very much from load to load. Even the trees use mask placement so their numbers and placement don't change a lot. So there really shouldn't be a reason for the framerate to differ so drastically.
I've add a new command TargetDetails that gives the numbers of each of the targets, perhaps you could run that for me next time it happens. See if there are wildly differing number of targets.
It -can- be used for flying boids nicely, Tie-fighters do randomly fire thier beams at the event cycle. The down-side being they are there-by destroyed by thier own weapon as it fires..
I guess you move the point forward slightly before firing, or make the targets indestructable. WeaponTranslate I think would do it.
Quote:
And secondly.. if the happen to be outside the border as it fires, the system goes bonkers for a while fighting with the wall response to the shot weapon and the resulting death-action. Bounce-walls rattled in impact patterns for 10-15 sec before giving up and letting me resume.
Interesting point, I guess thats for projectiles not lasers. What should happen if a projectile starts outside a walled area? Just ignore the walls?
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
Thrax wrote:
It -can- be used for flying boids nicely, Tie-fighters do randomly fire thier beams at the event cycle. The down-side being they are there- by destroyed by thier own weapon as it fires..
I guess you move the point forward slightly before firing, or make the targets indestructable. WeaponTranslate I think would do it.
Yah, i can adapt to that easy enough. Can't make it a hard-code thing since all are different shapes n sizes.
gcamp wrote:
Thrax wrote:
And secondly.. if the happen to be outside the border as it fires, the system goes bonkers for a while fighting with the wall response to the shot weapon and the resulting death-action. Bounce- walls rattled in impact patterns for 10-15 sec before giving up and letting me resume.
Interesting point, I guess thats for projectiles not lasers. What should happen if a projectile starts outside a walled area? Just ignore the walls?
Possibly,just as players shots ignore thier own shield.
I think it may also have some issues related to the death-action. The
falling-tie projectile would Stick solid to the walls at the point they were
at.
It happened similar when i used another weapon in v41 Merge that fires
bubble target-items. They hit the cement wall and attached, but at same
time tried to parachute down.. causing the system to delay a long time
while it thought about it.
I'll get back to you with more tomorrow.. I have several other ideas
to give form. May also help remidy bob's add-a-tank thoughts.
Joined: Sat Apr 24, 2004 6:52 am Posts: 1393 Location: Florida, USA
gcamp wrote:
Bobirov wrote:
However, I noticed something strange with fuel while I was checking out the map. I tryed to fuel across one of the roads (not the bridge) like I used to and ran into a problem.
Joined: Sat Apr 24, 2004 6:52 am Posts: 1393 Location: Florida, USA
gcamp wrote:
Bobirov wrote:
The map is pretty rigidly defined, it doesn't change very much from load to load. Even the trees use mask placement so their numbers and placement don't change a lot. So there really shouldn't be a reason for the framerate to differ so drastically.
I've add a new command TargetDetails that gives the numbers of each of the targets, perhaps you could run that for me next time it happens. See if there are wildly differing number of targets.
Just tryed for about an hour to keep reloading 2forts till it happened, and naturally, it never did. Only seems to happen when I am trying to work on or look at something else.
I'll keep my eyes peeled though, I'll see what it says next time I see it (if I do).
One things for sure though, it happens to me WAY less now than it did a few builds ago. Like before, I'd say it was about a 50/50 chance that it might happen, now it is pretty rare.
It happened similar when i used another weapon in v41 Merge that fires bubble target-items. They hit the cement wall and attached, but at same time tried to parachute down.. causing the system to delay a long time while it thought about it.
Ok, should have fixed this. All particles are forced within the playing area (walled area) this should fix the falling problem.
I've added a new ShotProjectile tag nowallcollision. Using this tag particles will not be affected by the walls and will not be bound to the playing area. I was wondering if I should make this automaticly on for particles starting outside the walled area but it may just cause badly behaving weapons to go wildly wrong. At least this way it's explicit.
Joined: Sat Nov 05, 2005 9:29 am Posts: 1968 Location: In a Rental.
gcamp wrote:
Ok, should have fixed this. All particles are forced within the playing area (walled area) this should fix the falling problem.
I've added a new ShotProjectile tag nowallcollision. Using this tag particles will not be affected by the walls and will not be bound to the playing area. I was wondering if I should make this automaticly on for particles starting outside the walled area but it may just cause badly behaving weapons to go wildly wrong. At least this way it's explicit.
Interesting, should be very usefull.
Can set up turrets outside walls for pestering players. Still reachable by lasers.
Made one for swars that drops in a platoon of stormtroopers, set to
fire at will by event. Works extremely well as a replacement for the
add-a-tank theory. Just needs a little magic in the event-files, and
they look almost like players.
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