Search found 911 matches
- Mon Sep 05, 2022 2:12 am
- Forum: Help: Tactics and Playstyles
- Topic: Campy Players, Not Maps (Case Study: "Two Tanks")
- Replies: 8
- Views: 9397
Re: Campy Players, Not Maps (Case Study: "Two Tanks")
Two Tanks, as well as most other maps, are nice with multiple players. (3vs3 and the map still barely feels like it has any action in a lot of cases.) What you wind up with is the game play becomes tedious and boring. Only x common/shortcut routes available and only x paths available to a certain lo...
- Mon Sep 05, 2022 1:26 am
- Forum: General Discussion
- Topic: Why GN Is The Worst Flag
- Replies: 6
- Views: 2802
Re: Why GN Is The Worst Flag
This is perhaps the wrong take on the subject, but it seems the problem/issue is an entirely different matter with what you are seeing being a symptom of another issue. One foundational guiding principle of bzflag has been that death should be avoidable. Should you die, it's generally a skill issue....
- Thu Aug 18, 2022 2:47 am
- Forum: Plug-in Development
- Topic: Check if tank is sealed
- Replies: 3
- Views: 2244
Re: Check if tank is sealed
What are you trying to do?
-Zehra
-Zehra
- Mon Aug 15, 2022 2:52 pm
- Forum: Plug-in Development
- Topic: Check if valid spawn point
- Replies: 7
- Views: 2717
Re: Check if valid spawn point
Try using the bz_eGetPlayerSpawnPosEvent to modify a spawn position. Something like this might work: SpawnPosEvent: { While (spawn is not valid) { SpawnLocation = SelectSpawnLocation(); //Your custom spawn position selection For (Zones in in World) { If (SpawnLocation is in Zone) { spawn = is not va...
- Mon Aug 15, 2022 12:18 am
- Forum: General Discussion
- Topic: New Textures
- Replies: 3
- Views: 2524
Re: New Textures
I like them, maybe upload some of the textures to images.bzflag.org?
This way it's easier to integrate into a map or something.
-Zehra
This way it's easier to integrate into a map or something.
-Zehra
- Mon Aug 15, 2022 12:05 am
- Forum: Plug-in Development
- Topic: Check if valid spawn point
- Replies: 7
- Views: 2717
Re: Check if valid spawn point
There's one terrible work-around for this, have some sort of converter made for the map to find all the objects and create a zone for the "object" in question. Now simply check if the the spawn point is within a "zone" and if it is, it isn't a valid spawn point, in other words, a...
- Sun Aug 14, 2022 11:53 pm
- Forum: Plug-in Development
- Topic: Check if tank is sealed
- Replies: 3
- Views: 2244
Re: Check if tank is sealed
From include/bzfsAPI.h in source. typedef struct bz_PlayerUpdateState { bz_ePlayerStatus status; // special states bool falling; // not driving on the ground or an obstacle bool crossingWall; // crossing an obstacle wall bool inPhantomZone; // zoned float pos[3]; // position of tank float velocity[3...
- Sun Jul 03, 2022 8:27 pm
- Forum: Plug-in Development
- Topic: Change world weapon shock wave size
- Replies: 5
- Views: 2442
Re: Change world weapon shock wave size
In 2.4.12 and previous builds this is possible, but do note you'll need to use the older world weapons systems for shots and it can get quite a bit tricky in terms of tracking shots and points management. I believe it's possible to bypass the API in some cases, but it may be a bit tricky to get a wo...
- Sun Jun 26, 2022 6:47 pm
- Forum: Plug-in Development
- Topic: Referencing one plugin from another
- Replies: 3
- Views: 2908
Re: Referencing one plugin from another
Some other ideas If one plug-in is controlling things like frequency of an action, custom BZDB variables may be used. For example, if a custom world weapon/server shot plug-in for spawning random shots in a world, but it needs to be adjustable for how close or how frequent..etc, a custom BZDB variab...
- Sat Jun 18, 2022 2:06 am
- Forum: Help: Server Setup and Administration
- Topic: Request Global Permission Groups here
- Replies: 357
- Views: 240035
Re: Request Global Permission Groups here
Could The Noah be added as group leader for ZEHRA.SPAWN-CHAT
Thanks in advanced.
-Zehra
Thanks in advanced.
-Zehra
- Fri Jun 17, 2022 9:37 pm
- Forum: Plug-in Development
- Topic: Shot location
- Replies: 6
- Views: 2539
Re: Shot location
Grue, Thanks for the reply and update, I guess you can say the API makes a few things easy and not others. Thankfully there's a few "ways" to "end" a shot early, each has their own little catch to them. One trick is bypassing the API and sending an "endshot". This techn...
- Thu Jun 16, 2022 1:45 pm
- Forum: Plug-in Development
- Topic: Shot location
- Replies: 6
- Views: 2539
Re: Shot location
A different approach is needed. The simplest one what I can think of, is grab the first shots position and tank/turret direction, fire 4 PZ shots based on the tanks position and direction and if the player fires a second shot while the first has not expired, fire a world weapon/server shot x many un...
- Wed Apr 20, 2022 1:34 am
- Forum: Servers: General Discussion
- Topic: Experimental server features
- Replies: 3
- Views: 2984
Re: Experimental server features
Thanks @etigah, I think some really cool things can be done, I'm not sure how easily most players will adjust, especially since I've mostly thought along the lines of adding unique dynamics to game play. In terms of the teleporter shots. Some form of a "race to the top" map comes to mind, ...
- Tue Apr 12, 2022 2:15 pm
- Forum: Servers: General Discussion
- Topic: Experimental server features
- Replies: 3
- Views: 2984
Re: Experimental server features
I took a quick look and found it a novel and refreshing experience. I could possibly see some things integrated into a map and/or mode, some input from other map makers would probably be best in the case of much interest. One minor suggestion is to perhaps add a description or message for the custom...
- Wed Mar 09, 2022 3:42 pm
- Forum: General Map Making Discussions
- Topic: List of most popular/classic 1.x maps
- Replies: 9
- Views: 5077
Re: List of most popular/classic 1.x maps
I'm trying to compile a list of the most-played maps of all time and their authors. While many kinds of maps could be listed, I especially want to capture maps that primarily use 1.x objects (basic boxes/pyramids/bases/teleporters), including maps that have a few limited mesh objects (like one-way ...
- Sat Feb 12, 2022 3:35 am
- Forum: Plug-in Development
- Topic: Spawn Manipulation Guide
- Replies: 0
- Views: 3218
Spawn Manipulation Guide
Alright, here is how to do spawn manipulation/modification. What is covered in this post is bz_getStandardSpawn() and bz_eGetPlayerSpawnPosEvent and the usage of them, which is the primary means of spawn control. (I won't cover how to decide where to do the spawning, as it depends on things like gam...
- Thu Feb 03, 2022 4:10 am
- Forum: Map Editors
- Topic: Map editor and tool list (basic summary)
- Replies: 0
- Views: 3375
Map editor and tool list (basic summary)
A basic quick overview and summary of map editors and tools.(Any mistakes are my own and corrections/updates welcomed.) Last updated: 2023-12-18 Edit: I'll add some links to the threads. Map Editors: Name | Operating System Support | In Active Development | Notes | BZEdit | Linux | No | The basic 3D...
- Thu Feb 03, 2022 3:22 am
- Forum: General Discussion
- Topic: New Textures
- Replies: 3
- Views: 2524
Re: New Textures
I'll have to see how it looks in game, but I very much like the idea direction this goes.
Maybe add a screenshot or two and you're more likely to get a response or two.
-Zehra
Maybe add a screenshot or two and you're more likely to get a response or two.
-Zehra
- Wed Dec 08, 2021 2:56 am
- Forum: General Discussion
- Topic: How can I make BXFlag more Violent?
- Replies: 8
- Views: 3549
Re: How can I make BXFlag more Violent?
@Timtak To provide an answer to some of your questions: The server (BZFS) is by default run on port 5154. I've provided below a few recommendations/suggestions you may wish to look into. For BZFS, run two separate BZFS instances. (Two servers would be runnning, one with the violent mode, the second ...
- Wed Dec 01, 2021 4:22 am
- Forum: General Discussion
- Topic: Control The Field Aspects - CTFA
- Replies: 3
- Views: 2161
Re: Control The Field Aspects - CTFA
The server should go up in the next day or two. If not, I'll release a simplified version of the "TicketBattle" plug-in some days after, as this plug-in would work without issues on either mode. (FFA or CTF.)
-Zehra
-Zehra
- Sun Nov 28, 2021 11:43 pm
- Forum: General Discussion
- Topic: Control The Field Aspects - CTFA
- Replies: 3
- Views: 2161
Re: Control The Field Aspects - CTFA
A plug-in has been in the works for a bit, and in around 1-2 days or so, a server running the plug-in should be online. (I'll add a post announcing the server and port.) I haven't originally thought about a plug-in release for it, but I'll consider it, same as the license, as the plug-in contains so...
- Sun Nov 28, 2021 7:39 pm
- Forum: General Discussion
- Topic: Control The Field Aspects - CTFA
- Replies: 3
- Views: 2161
Control The Field Aspects - CTFA
Ongoing research into game modes leads to an interesting discovery, nothing yet combines CTF and FFA into hybrid type of modes. Capping flags is tedious and the frequent back and forth with the flags leaves much to be desired... Free for all is only where the best players gain score or the lucky one...
- Sun Nov 28, 2021 6:30 pm
- Forum: General Discussion
- Topic: BZ - What's the future for it?
- Replies: 5
- Views: 3478
Re: BZ - What's the future for it?
I realize I actually never really answered the question. Before anyone even asks, I'll bring up a list of similar threads. Why are there only like 30 people playing BZFLAG at one time Bzflag future at stake General Hostility Levels BzFlag is dying Resurrecting BZFlag Why so few matches? Is BZFlag dy...
- Sun Nov 28, 2021 5:08 pm
- Forum: Fansites
- Topic: BZflag Nostalgia site
- Replies: 2
- Views: 3326
Re: BZflag Nostalgia site
Wow, I'd probably like to see a map rotation of this some time, the maps look impressive.
Would it be alright if someone tries a mesh conversion of the maps and to add texturing? (I'm a bit interested in seeing Space Station with some space themed texturing.)
-Zehra
Would it be alright if someone tries a mesh conversion of the maps and to add texturing? (I'm a bit interested in seeing Space Station with some space themed texturing.)
-Zehra
- Sun Oct 24, 2021 5:28 pm
- Forum: General Discussion
- Topic: BZ - What's the future for it?
- Replies: 5
- Views: 3478
Re: BZ - What's the future for it?
While this is true to a major extent and it is true that mobile devices are seen as the future... My own thoughts vary greatly on the matter itself, mostly with regards to overall goal and implementation of that goal. (Yes, previous is non-specific, but is better outlined below as the following ques...