Hunt Enhancements?
- I_Died_Once
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Hunt Enhancements?
OK, you can hunt people
In rabbit hunt mode, you automatically hunt whoever is rabbit.
Hows about a feature somehow or another that'll allow you to automatically hunt people who happen to hold a given flag? You can select WG and then if anyone on the server picks up the WG flag,
This could be useful if you pick up Laser... put CL on flag hunt.
Also, this might work into the first idea, but also how about different levels, or priorities & degrees of hunt? One can make people flash on radar in one color, another level flashes another color....
I often hunt with a mindset of "Get this guy, watch out for that other guy"and this would help be an end to that means.
In rabbit hunt mode, you automatically hunt whoever is rabbit.
Hows about a feature somehow or another that'll allow you to automatically hunt people who happen to hold a given flag? You can select WG and then if anyone on the server picks up the WG flag,
This could be useful if you pick up Laser... put CL on flag hunt.
Also, this might work into the first idea, but also how about different levels, or priorities & degrees of hunt? One can make people flash on radar in one color, another level flashes another color....
I often hunt with a mindset of "Get this guy, watch out for that other guy"and this would help be an end to that means.
...This has been a recording.
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- The Knights Who Say Ni
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instead of the colours you could have HUD markers like team flags but either colours that represent the flag youre hunting or the ID of the flag (e.g ST - stealth)I Died Once wrote: but also how about different levels, or priorities & degrees of hunt? One can make people flash on radar in one color, another level flashes another color....
also wouldnt that count as a slight degree of cheating as you can see who has the set flag instantly when they grab it
and what happens if two people grab the same flag?
also this would be usless in rabbit hunt
I like the flag hunt idea, could be used in some situations.
-Tanner
Sure its instant, but right clicking would be just as instant if you knew where to look.The Knights Who Say Ni wrote:instead of the colours you could have HUD markers like team flags but either colours that represent the flag youre hunting or the ID of the flag (e.g ST - stealth)I Died Once wrote: but also how about different levels, or priorities & degrees of hunt? One can make people flash on radar in one color, another level flashes another color....
also wouldnt that count as a slight degree of cheating as you can see who has the set flag instantly when they grab it
and what happens if two people grab the same flag?
also this would be usless in rabbit hunt
-Tanner
Been thinking about adding something like this for a while.
I've just added it to CVS, and it could easily be added to
2.0.10 if it ever exists.
From the AutoHunt.h header:
Note that you could also use /localset instead of setting
the variable in your config file.
It should be easy to add extra types or triggers if anyone
comes up with good ones. It might also be nice to have
different types of hunt indicators...
I've just added it to CVS, and it could easily be added to
2.0.10 if it ever exists.
From the AutoHunt.h header:
Code: Select all
//
// set autohunt G:CL?L:ST?GM:RATIO:LEADER
//
// G: always hunt a player with the Genocide flag
// CL?L: if the local player has Cloak, hunt players with Laser
// RATIO: if an enemy player has more kills then deaths on you, hunt them
// LEADER: hunt the enemy with the best score
//
the variable in your config file.
It should be easy to add extra types or triggers if anyone
comes up with good ones. It might also be nice to have
different types of hunt indicators...
Here's another example string:
The ':' character separates fields, and can be doubled up
to make the string a little more readable. The '?' character
in fields indicates a flag association. Flag can be associated
to any number of other flags.
Code: Select all
/localset autohunt leader::G:SW::R*:G*:B*:P*::ST?SE::SE?ST::ST?GM::CL?L::SB?OO::OO?SB
to make the string a little more readable. The '?' character
in fields indicates a flag association. Flag can be associated
to any number of other flags.
- I_Died_Once
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Glad to see someone "got it"
'Cause its like... say I log on a server, and theres a true & through hard core BZ Flagger that I just really, really wanna steer clear of. So I put him on hunt.
Then a short while later, some punk faced, good for nothing, person I can't stand, say they log on, and its someone that I just *must* pwn and make into my biznitch. So, I put this fool on hunt, too.
Another situation would be if I am rogue, and I am on a server that employs the RogueGeno plugin. In THAT case, I'd want to make it to where anyone who picks up Geno is put on hunt.
But the idea was to be able to select what "flag" you wanna hunt on the fly. Sometimes, I'll find myself in a spot reigning down the pain with GM & it'll be where only someone with SW can take me out.
Or, if I wanted, I could put anyone with superbullets on hunt instead, or in addition to who and whatever else you got on hunt.
I was thinking that on your radar, those being hunted would get different colors, and maybe different sounds when you're near, pending on what kind of hunt you got em on.
'Cause its like... say I log on a server, and theres a true & through hard core BZ Flagger that I just really, really wanna steer clear of. So I put him on hunt.
Then a short while later, some punk faced, good for nothing, person I can't stand, say they log on, and its someone that I just *must* pwn and make into my biznitch. So, I put this fool on hunt, too.
Another situation would be if I am rogue, and I am on a server that employs the RogueGeno plugin. In THAT case, I'd want to make it to where anyone who picks up Geno is put on hunt.
But the idea was to be able to select what "flag" you wanna hunt on the fly. Sometimes, I'll find myself in a spot reigning down the pain with GM & it'll be where only someone with SW can take me out.
Or, if I wanted, I could put anyone with superbullets on hunt instead, or in addition to who and whatever else you got on hunt.
I was thinking that on your radar, those being hunted would get different colors, and maybe different sounds when you're near, pending on what kind of hunt you got em on.
...This has been a recording.
I've started to add in Hunt Levels and proximity requirements:
The <100 part means that the hunt only becomes active if the player
if within 100 meters of the player. The #8 part sets up the hunt level
(currently only displays a different hunt color). Having different radar
markers for different hunt levels isn't looking that great so far, it
results in information overload.
P.S. The "autohunt" variables can also reference other BZDB variables
to make it easier to manage:
This whole thing is getting a bit whack, and might find its config
transferred into a dedicated file. This file could also define the
hunt level colors, radar draw modes, etc...
Code: Select all
ex: SW<100#8
if within 100 meters of the player. The #8 part sets up the hunt level
(currently only displays a different hunt color). Having different radar
markers for different hunt levels isn't looking that great so far, it
results in information overload.
P.S. The "autohunt" variables can also reference other BZDB variables
to make it easier to manage:
Code: Select all
set autohunt *ahBasics:*ahFlags:*ahTeams:*ahTmp
set ahBasics leader#4:ratio#3
set ahFlags G#8:SW<100#8:ST?GM:ST?SE:SE?ST:OO?SB:SB?OO:CL?L
set ahTeams R*#7:G*#7:B*#7:P*#7
transferred into a dedicated file. This file could also define the
hunt level colors, radar draw modes, etc...
- A Meteorite
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- A Meteorite
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Yes, but it would be sorta nice to have this in for those that can compile (as this is a nice feature).trepan wrote:P.S. v2_0branch is not supposed to receive any
new features, as mentionned at the top of its
Changelog.
And even if you can't make it "official" by putting it in CVS, a patch file would still be pretty sweet.
Owner @ BZFX
Core Admin @ CAN
Email me: bzmet…@gmail.com
Here's the initial version of my patch. I'm not quite happy
with the radar display (needs more differentiation between
levels), but it's good enough for a first release.
RadarDisplay:
Levels 1-3 have slow blinking
Levels 4-6 have corner markers (no blinking)
Levels 7-9 have corner markers (blinking)
To apply the patch, get a recent copy of the v2_0branch CVS
branch. Move the patch into the src/bzflag directory, and type:
http://trepan.bzflag.bz/autohunt_bz2.0.9_v1.0.diff
with the radar display (needs more differentiation between
levels), but it's good enough for a first release.
RadarDisplay:
Levels 1-3 have slow blinking
Levels 4-6 have corner markers (no blinking)
Levels 7-9 have corner markers (blinking)
To apply the patch, get a recent copy of the v2_0branch CVS
branch. Move the patch into the src/bzflag directory, and type:
Code: Select all
patch -p0 < autohunt_bz2.0.9_v1.0.diff
Last edited by trepan on Wed May 24, 2006 12:26 pm, edited 3 times in total.
The 1.0 autohunt patch supports using level ranges.
Using ranges can save you a lot of typing if you want
change the apparence of the hunt markers depending
on the distance to the target.
The example sets up 9 different levels for the SW, GM,
and L flags. Here's the output from bzflag with -d -d -d:
Along with the MIN and MAX token, there's a RESET token.
If either the level or proximity is explicitly defined for a token,
then the current range is not used.
The patch also supports the TK token for selecting teamkillers
(only on your team, or any team if you are an observer). It uses
the same selection criteria as the scoreboard TK highlighting
(BZDB var tkwarnratio).
Using ranges can save you a lot of typing if you want
change the apparence of the hunt markers depending
on the distance to the target.
Code: Select all
ex: set autohunt min<500#1:max<50#9:SW:GM:L
and L flags. Here's the output from bzflag with -d -d -d:
Code: Select all
level: 1, dist: 500.000000
level: 2, dist: 443.750000
level: 3, dist: 387.500000
level: 4, dist: 331.250000
level: 5, dist: 275.000000
level: 6, dist: 218.750000
level: 7, dist: 162.500000
level: 8, dist: 106.250000
level: 9, dist: 50.000000
If either the level or proximity is explicitly defined for a token,
then the current range is not used.
The patch also supports the TK token for selecting teamkillers
(only on your team, or any team if you are an observer). It uses
the same selection criteria as the scoreboard TK highlighting
(BZDB var tkwarnratio).
Code: Select all
set autohunt G#9:gm#8:sb#8:sw#7:wg#7:L#6:V#6:F#5:BU#5:MG#5:TK#4
- ^nightmare^
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um i think im drooling just looking at the new features of that stuff. to bad its not coming out any time soon......
Need bzflag help? Try looking here: http://www.freewebs.com/bznightmare/map ... aghelp.htm
Here's an update that adds:
1. HuntLevel sort mode for the scoreboard.
2. The "autoFlagDIsplay" BZDB variable. If set to 1,
it will hide the flags on radar if you have good flag
(or team flag).
http://trepan.bzflag.bz/autohunt_bz2.0.9_v2.0.diff
1. HuntLevel sort mode for the scoreboard.
2. The "autoFlagDIsplay" BZDB variable. If set to 1,
it will hide the flags on radar if you have good flag
(or team flag).
http://trepan.bzflag.bz/autohunt_bz2.0.9_v2.0.diff
Another update:
http://trepan.bzflag.bz/autohunt_bz2.0.9_v3.0.diff
With this update, you can config how the marker for each
level is drawn. From the top of AutoHunt.cxx:
Another example: (note that the chev token has been replaced with count)
http://trepan.bzflag.bz/autohunt_bz2.0.9_v3.0.diff
With this update, you can config how the marker for each
level is drawn. From the top of AutoHunt.cxx:
Code: Select all
// Parsing Control:
// *var: replace with the string in BZDB variable 'var'
// Flag Type Control:
// GM: always hunt a player with the Guided Missile flag
// CL?L: if the local player has Cloak, hunt players with Laser
// Specific Triggers:
// TKS: if a friend has exceeded the teamkill ratio
// RATIO: if an enemy player has more kills then deaths on you, hunt them
// LEADER: hunt the enemy with the best score
// Range Control:
// RESET: reset range settings
// SET: set all levels to value
// MIN: set range minimum level and its value
// MAX: set range maximum level and its value
// Display Control:
// COUNT: chevron count
// SPACE: chevron space
// DELTA: chevron expansion rate
// IALPHA: chevron inner translucency
// OALPHA: chevron outer translucency
// PERIOD: chevron blink period
// IBLINK: tank square blink threshold
// OBLINK: chevron marker blink threshold
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- CannonBallGuy
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Nice work, I really appreciat it, don't get me wrong.
Yet it does seem a little confusing.
I'd personally love to see a /hunt command which could work like this:
So, if I join a server and see The Red Baron there, I could do:
to set his tank to use the level 5 linking system...
Or if I'm using GM and want to avoid shockwave, I could do:
You'd also need a command to turn a hunt off - either set the level to 0 or use:
This would just be simpler and easier, imho.
Yet it does seem a little confusing.
I'd personally love to see a /hunt command which could work like this:
Code: Select all
/hunt <player|flag> <level>
Code: Select all
/hunt "The Red Baron" 5
Or if I'm using GM and want to avoid shockwave, I could do:
Code: Select all
/hunt SW 8
Code: Select all
/unhunt <player|flag>
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- CannonBallGuy
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My idea is just a way to control trepan's hunt level's, since I don't actually understand his method at all.
Merry Christmas!
"Look, if I don't buy booze for the kids, I don't get any incriminating pictures to show to their parents, my business goes down the sink, my girlfriend leaves me and the baby goes on ebay. So help me search..."
"go Play With Toys urself in a dark alley u donkey ******" - Lt-Kirby2007