I know the server doesn't have an shot end event, but what if you made the plug-in assume when and were the shot will explode and place a world weapon in that spot and have a timeout for it. When you shot the server will calculate were to place the SW using your tank speed, tank position, and shot speed, then calculate when to have the SW go off by using how long you have the shots set to last.
Just a thought.
End shot SW
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End shot SW
Last edited by SpringTank on Thu May 14, 2009 3:55 am, edited 1 time in total.
More than likely there is a species out there that can naturally detect radio. I can only imagine that they are quite annoyed by us.
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I also fly stuff sometimes.
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I also fly stuff sometimes.
Re: End shot SW
Yassen made a plugin like this - you're driving and a SW comes out the back of your tank at a constant rate, and it's the only weapon you have.
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Re: End shot SW
that won't take rico, or early detonation into account. but sure you could have a plug-in do anything it wanted.
JeffM
Re: End shot SW
This is actually what I was trying to do when I wrote the mine plug-in. When I found out I couldn't do it, I switched to mines.
- Strakowski
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Re: End shot SW
This is a very cool idea for a plugin indeed and a tool I would love to have when building maps. Looking through the event API on the wiki, I found an event called bz_eShotEndedEvent. There doesn't seem to be any documentation for this event; does any one know if this event might work for the plug-in in question? I probably have no idea what I'm talking about, but it sounds promising.TheFish wrote:I know the server doesn't have an shot end event, but what if you made the plug-in assume when and were the shot will explode and place a world weapon in that spot and have a timeout for it.
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Re: End shot SW
bz_ShotEndedEventData does not include where the shot ended (in 2.0 or trunk). So, no, it wouldn't be possible.Strakowski wrote:This is a very cool idea for a plugin indeed and a tool I would love to have when building maps. Looking through the event API on the wiki, I found an event called bz_eShotEndedEvent. There doesn't seem to be any documentation for this event; does any one know if this event might work for the plug-in in question? I probably have no idea what I'm talking about, but it sounds promising.TheFish wrote:I know the server doesn't have an shot end event, but what if you made the plug-in assume when and were the shot will explode and place a world weapon in that spot and have a timeout for it.
And calculating where shots are would be a completely new feature. The server doesn't have a clue where shots are, only clients do (in part, this is why it is so easy to cheat).
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- Strakowski
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Re: End shot SW
hmmm . I see. you'd have to write something to parse the entire map before hand to calculate ricochet. I don't suppose there's anyway to have the server grab data from the client. BZ 3.0 is supposed to have servers do much more calculation than it's predecessors. Maybe something will come up.
P.S. A Meteorite: you've written 1783 posts, and you're still a private first class? How does one move up around here?
P.S. A Meteorite: you've written 1783 posts, and you're still a private first class? How does one move up around here?
Re: End shot SW
You help the project...contribute.Strakowski wrote:P.S. A Meteorite: you've written 1783 posts, and you're still a private first class? How does one move up around here?
They changed it so people don't spam post to get a higher rank.
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Re: End shot SW
Yeah, pretty much. And it really hasn't changed in trunk (3.0). The server is pretty much just as dumb and from what I've heard, nearly all cheats (especially the ones that matter) that are possible in 2.0 are just as possible in trunk due to that.Strakowski wrote:hmmm . I see. you'd have to write something to parse the entire map before hand to calculate ricochet. I don't suppose there's anyway to have the server grab data from the client. BZ 3.0 is supposed to have servers do much more calculation than it's predecessors. Maybe something will come up.
You also couldn't pull the info from the client since... the client can never be trusted. Ever. That's the problem we see now; the server puts all its trust into the client.
Well, there's a deeper reason for that, but I can't delve into it here.Strakowski wrote:P.S. A Meteorite: you've written 1783 posts, and you're still a private first class? How does one move up around here?
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