Page 1 of 1

Ricochet Options

Posted: Sat Oct 18, 2008 1:57 am
by A Vicious Muffin
I've always thought about this, but perhaps it would be possible to have a parameter for objects to turn ricochet on or off for that one object, rather than the entire map. Something like:

Code: Select all

box
  position 0 0 0
  rotation 0
  size 10 10 10
  ricochet 1
end
to turn ricochet for that object on or off. This way you could have different sections of the map with ricochet on or off, depending on the map.

I'm not sure if this would be too difficult, or is already being done, so I'll just keep it a friendly suggestion.

Posted: Sat Oct 18, 2008 4:19 am
by Jefenry
I was playing around with no rico objects a while ago. Attached is a box and pyramid that trap the shots I made as an experiment. They aren't perfect, and some kind of .bzw variable would be better. It would really open up a lot of new mapping techniques.

Posted: Sat Oct 18, 2008 3:02 pm
by trepan
I had plans to add a major feature to BZ, but have since decided that
it probably isn't worth the bother. As a warm- up, I added per-obstacle
ricochet (needed for the demo map for the major feature). Someone
would have to sanitize and merge the relevant commits into trunk
(r18443, r18444, r18445). Note the date ...

Code: Select all

r18443 | trepan | 2008-08-23 07:44:01 -0300 (Sat, 23 Aug 2008) | 10 lines

* added per-obstacle ricochet
  - the global "-r" flag overrides this parameter
  - if you want want rico walls or ground (without having
    the global switch enabled), you'll have to add extra
    obstacles (probably hidden ones)

Changed paths:
   M /branches/trepan/configure.ac
   M /branches/trepan/include/ArcObstacle.h
   M /branches/trepan/include/BaseBuilding.h
   M /branches/trepan/include/BoxBuilding.h
   M /branches/trepan/include/ConeObstacle.h
   M /branches/trepan/include/MeshFace.h
   M /branches/trepan/include/MeshObstacle.h
   M /branches/trepan/include/Obstacle.h
   M /branches/trepan/include/ObstacleMgr.h
   M /branches/trepan/include/ObstacleModifier.h
   M /branches/trepan/include/PyramidBuilding.h
   M /branches/trepan/include/SphereObstacle.h
   M /branches/trepan/include/StateDatabase.h
   M /branches/trepan/include/Teleporter.h
   M /branches/trepan/include/TetraBuilding.h
   M /branches/trepan/include/WallObstacle.h
   M /branches/trepan/include/global.h
   M /branches/trepan/man/bzw.5.in
   M /branches/trepan/src/Makefile.am
   M /branches/trepan/src/bzflag/Makefile.am
   M /branches/trepan/src/bzflag/Player.cxx
   M /branches/trepan/src/bzflag/SceneRenderer.cxx
   M /branches/trepan/src/bzflag/SegmentedShotStrategy.cxx
   M /branches/trepan/src/bzflag/SegmentedShotStrategy.h
   M /branches/trepan/src/bzflag/playing.cxx
   M /branches/trepan/src/bzflag/playing.h
   M /branches/trepan/src/bzfs/BZWReader.cxx
   M /branches/trepan/src/bzfs/CustomArc.cxx
   M /branches/trepan/src/bzfs/CustomBase.cxx
   M /branches/trepan/src/bzfs/CustomBox.cxx
   M /branches/trepan/src/bzfs/CustomBox.h
   M /branches/trepan/src/bzfs/CustomCone.cxx
   M /branches/trepan/src/bzfs/CustomGate.cxx
   M /branches/trepan/src/bzfs/CustomGroup.cxx
   M /branches/trepan/src/bzfs/CustomMesh.cxx
   M /branches/trepan/src/bzfs/CustomMeshFace.cxx
   M /branches/trepan/src/bzfs/CustomMeshFace.h
   M /branches/trepan/src/bzfs/CustomPyramid.cxx
   M /branches/trepan/src/bzfs/CustomPyramid.h
   M /branches/trepan/src/bzfs/CustomSphere.cxx
   M /branches/trepan/src/bzfs/CustomTetra.cxx
   M /branches/trepan/src/bzfs/CustomWorld.cxx
   M /branches/trepan/src/bzfs/CustomWorld.h
   M /branches/trepan/src/bzfs/WorldFileObstacle.cxx
   M /branches/trepan/src/bzfs/WorldFileObstacle.h
   M /branches/trepan/src/bzfs/WorldGenerators.cxx
   M /branches/trepan/src/bzfs/WorldInfo.cxx
   M /branches/trepan/src/bzfs/WorldInfo.h
   M /branches/trepan/src/bzrobots/Makefile.am
   M /branches/trepan/src/bzrobots/RCReplies.cxx
   M /branches/trepan/src/common/StateDatabase.cxx
   M /branches/trepan/src/date/buildDate.cxx
   M /branches/trepan/src/obstacle/ArcObstacle.cxx
   M /branches/trepan/src/obstacle/BaseBuilding.cxx
   M /branches/trepan/src/obstacle/BoxBuilding.cxx
   M /branches/trepan/src/obstacle/ConeObstacle.cxx
   M /branches/trepan/src/obstacle/MeshFace.cxx
   M /branches/trepan/src/obstacle/MeshObstacle.cxx
   M /branches/trepan/src/obstacle/MeshUtils.h
   M /branches/trepan/src/obstacle/Obstacle.cxx
   M /branches/trepan/src/obstacle/ObstacleMgr.cxx
   M /branches/trepan/src/obstacle/ObstacleModifier.cxx
   M /branches/trepan/src/obstacle/PyramidBuilding.cxx
   M /branches/trepan/src/obstacle/SphereObstacle.cxx
   M /branches/trepan/src/obstacle/Teleporter.cxx
   M /branches/trepan/src/obstacle/TetraBuilding.cxx
   M /branches/trepan/src/obstacle/WallObstacle.cxx
   M /branches/trepan/src/other/lua/README_BZFLAG

Posted: Tue Oct 21, 2008 11:05 am
by Monster
That's just a dream of mine and I almost know that it won't ever be possible, but how cool would it be to have shots, that can't kill anyone until they hit a wall? That would rapidly increase the rico skills of all players:)
well...but...naja, just a dream :p
wfg Monster

Posted: Wed Oct 22, 2008 10:03 am
by zaphod
to turn ricochet for that object on or off. This way you could have different sections of the map with ricochet on or off, depending on the map.
just imagining all the possibilities to create maps ...!
very good idea!!!