Flag resetting and actions on drop vary on quite a few factors, such as unsafe objects, '_maxFlagGrabs' variable, plug-ins, map design...etc
Without details on the map and configurations used, it is difficult for anyone to know what may be causing the issue.
-Zehra
Search found 908 matches
- Mon Feb 11, 2019 1:16 am
- Forum: Leagues: General Discussion
- Topic: Sniping League
- Replies: 23
- Views: 12291
- Mon Feb 11, 2019 1:01 am
- Forum: Map releases
- Topic: Polygon Laser Sniping
- Replies: 3
- Views: 2317
Re: Polygon Laser Sniping
The laser sniping and tactics make this is one of my favorite maps.
-Zehra
-Zehra
- Sat Feb 09, 2019 12:48 am
- Forum: Map releases
- Topic: Pitch-rogue
- Replies: 4
- Views: 2173
Re: Pitch-rogue
Interesting design and concept. If you are trying to create 'neon' lights, I would recommend you take advantage of the ' emission ' materials property. So for example, you may wish to do something similar to the following: material color 0.5 0.5 0.5 0.5 emission 0.5 0.5 0.5 0.5 end The above is simp...
- Wed Feb 06, 2019 10:30 pm
- Forum: Plug-in Development
- Topic: Not all weapons should do 100% damage
- Replies: 19
- Views: 7135
Re: Not all weapons should do 100% damage
The guidance is on the implementation and on where to search in the code for making changes as at the moment.
And is available on request and not as a clue.
-Zehra
And is available on request and not as a clue.
-Zehra
- Wed Feb 06, 2019 10:11 pm
- Forum: Leagues: General Discussion
- Topic: Sniping League
- Replies: 23
- Views: 12291
Re: Sniping League
You may wish to use something like Google Forms or SurveyMonkey for this as well.
(Most players rarely read the forums or post.)
-Zehra
(Most players rarely read the forums or post.)
-Zehra
- Wed Feb 06, 2019 10:11 pm
- Forum: Plug-in Releases
- Topic: UselessGeno
- Replies: 2
- Views: 2439
- Tue Feb 05, 2019 10:02 pm
- Forum: Plug-in Development
- Topic: Not all weapons should do 100% damage
- Replies: 19
- Views: 7135
Re: Not all weapons should do 100% damage
1. A. References to changes made and files used. B. Nope, but we do have the Private List Server with BZFS 2.4.x thread. C. Unless someone does it, but this is not too likely at the moment. 3. Most likely yes, unless the project says no for whatever reason. Personally, I think doing so much for a ga...
- Tue Feb 05, 2019 9:29 pm
- Forum: Plug-in Development
- Topic: Not all weapons should do 100% damage
- Replies: 19
- Views: 7135
Re: Not all weapons should do 100% damage
1. The tutorial is for 2.x, so it would not work for 2.4.x, but some things can still be referenced from it. 2. I'm assuming four characters followed by four digits.(Information should be within the protocol itself.) 3. Depends on a number of factors. 4. A simple fork is easy and even trivial, but h...
- Tue Feb 05, 2019 8:37 pm
- Forum: Plug-in Releases
- Topic: UselessGeno
- Replies: 2
- Views: 2439
UselessGeno
UselessGeno The geno flag does have several issues when running. Most notably the '-noTeamKills' setting does not prevent a player from killing teammates by shooting themselves. This plug-in avoids that and rogueGeno is a setting within the plug-in itself, so no need for rogueGeno to be used. Also p...
- Tue Feb 05, 2019 8:13 pm
- Forum: Leagues: General Discussion
- Topic: Sniping League
- Replies: 23
- Views: 12291
Re: Sniping League
It would be good for this thread to be moved to the lu forums, as these days there is only a single league.
-Zehra
P.S. If thread moved, please delete this post.
-Zehra
P.S. If thread moved, please delete this post.
- Tue Feb 05, 2019 8:11 pm
- Forum: Plug-in Development
- Topic: Not all weapons should do 100% damage
- Replies: 19
- Views: 7135
Re: Not all weapons should do 100% damage
The part of the game design was one reason I did not expect the project to implement it as an official mode, in term the reason for my offering of implementing it either as a plug-in or client/server modification when I would have the time to implement it. As probably most expect, this mode would ve...
- Mon Feb 04, 2019 3:46 am
- Forum: Plug-in Development
- Topic: Not all weapons should do 100% damage
- Replies: 19
- Views: 7135
Re: Not all weapons should do 100% damage
For questions one and three: As there would be no modifications to the authentication code, it should run with the current list and authentication server. For having it listed/authenticated, would require project permission and approval although. For question number two: You may wish to ask blast fo...
- Sun Feb 03, 2019 11:41 pm
- Forum: Plug-in Development
- Topic: Not all weapons should do 100% damage
- Replies: 19
- Views: 7135
Re: Not all weapons should do 100% damage
I understand the idea, but I do not comprehend why exactly it is needed. It cannot be done as a plug-in without it being a 'cheap' simulation and having various issues as well due to flag zapping. (Shot types cannot be 'given' as well.) A single shot killing a tank is one of the fundamentals of bz....
- Sun Feb 03, 2019 9:27 pm
- Forum: Plug-in Development
- Topic: Not all weapons should do 100% damage
- Replies: 19
- Views: 7135
Re: Not all weapons should do 100% damage
Would it be worth it to do this/that? If it is enjoyed, I would say it is worth it. While I know at start, no - For this new protocol would there more players? We either will have the same at best, but normally it will be a lesser number of players. This will not draw in new players, but offers cur...
- Sun Feb 03, 2019 5:33 pm
- Forum: Plug-in Development
- Topic: Not all weapons should do 100% damage
- Replies: 19
- Views: 7135
Re: Not all weapons should do 100% damage
This sounds a lot like a 'multi-hit' shield, which has been rejected dozens of times. See the following threads for a small sample of it: Creative flag thinkers? Shield variables vampire flag adjust shield flag Flag Idea: Team Shield Multiple hit BZflag? So it is very unlikely for it to be approved,...
- Sun Feb 03, 2019 4:42 pm
- Forum: General Discussion
- Topic: Dialog System Mockup(s)
- Replies: 18
- Views: 20460
Re: Dialog System Mockup(s)
From the top of this thread and even in the topic name itself, it says Mockup(s) . These are concepts and ideas for an interface in 2.6. (2.6. has not been released yet as well.) I'm not sure, but I doubt it has been implemented at this point in time, but to be certain ask on #bzflag on the Freenode...
- Thu Jan 31, 2019 3:46 am
- Forum: Enhancements
- Topic: Anti-Cheat concept
- Replies: 1
- Views: 2930
Re: Anti-Cheat concept
The main idea is to 'check' if the data would match up. For shots where vertical velocity is not enabled, if a shot has vertical velocity, it would be possible to autokick or ban based on this. Jumps would be possible to check for 'consistency', but as buildings or structures or physics may interfer...
- Thu Jan 31, 2019 3:39 am
- Forum: Screenshots & Artwork
- Topic: BZFlag Fan-made Cover (Atari 2600 Edition)
- Replies: 1
- Views: 2821
Re: BZFlag Fan-made Cover (Atari 2600 Edition)
Hello and welcome to the forums.
Nicely done rendering, brings back some good memories.
Hope you enjoy it here, and if you need anything feel free to ask.
-Zehra
Nicely done rendering, brings back some good memories.
Hope you enjoy it here, and if you need anything feel free to ask.
-Zehra
- Mon Jan 28, 2019 9:19 pm
- Forum: Enhancements
- Topic: Anti-Cheat concept
- Replies: 1
- Views: 2930
Anti-Cheat concept
From discussion with another player/admin, I have decided to do some minor anti-cheat research.
Would it be possible to gain information on a players 'Jump', from regular and wings jumps?
Also, could we gain information on the vertical angle of shots?
-Zehra
Would it be possible to gain information on a players 'Jump', from regular and wings jumps?
Also, could we gain information on the vertical angle of shots?
-Zehra
- Sat Jan 26, 2019 9:02 pm
- Forum: Forum Suggestions, Questions, and Issues
- Topic: two hour limit on posting work around - file hosting
- Replies: 13
- Views: 10720
Re: two hour limit on posting work around - file hosting
There's always the option to contact a forum admin to edit the OP for you if it means that much, though yet again, that doesn't trigger the new post notification, unless then also explicitly posting a new update post. If admins can't be bothered, active mods could be appointed to do this in specifi...
- Sat Jan 26, 2019 7:00 pm
- Forum: Forum Suggestions, Questions, and Issues
- Topic: two hour limit on posting work around - file hosting
- Replies: 13
- Views: 10720
Re: two hour limit on posting work around - file hosting
... if a map is still active in the sense that the creator is updating it, there is no such thing as a necrobump, especially if the new post includes news. The necrobump rule doesn't exist to make people's lives miserable and to encourage illogical restrictions, it is there for other cases that are...
- Sat Jan 26, 2019 3:56 pm
- Forum: Forum Suggestions, Questions, and Issues
- Topic: two hour limit on posting work around - file hosting
- Replies: 13
- Views: 10720
Re: two hour limit on posting work around - file hosting
Please, no. Don't use file hosting services. The two-hour edit policy was enacted due to some silly player redacting all of their historical posts which left so many threads without context. My suggestion is, post your maps to the forums or use a service like GitHub, GitLab, or BitBucket that will ...
- Sat Jan 26, 2019 2:29 am
- Forum: Forum Suggestions, Questions, and Issues
- Topic: two hour limit on posting work around - file hosting
- Replies: 13
- Views: 10720
Re: two hour limit on posting work around - file hosting
I over heard/read in https://forums.bzflag.org/viewtopic.php?f=64&t=20144 So, my question is simple. What file hosting services are recommended? Please and thank you @trpted The answer varies greatly, since depending on various factors, choosing a file hosting service will vary greatly. Simply ...
- Thu Jan 24, 2019 11:03 pm
- Forum: Map releases
- Topic: Incoming :: Space Invaders
- Replies: 6
- Views: 2987
Re: Incoming :: Space Invaders
@ahs3 Yes, currently there is a two hour limit, which hasn't changed from what I'm aware of. (See Posts? forum thread.) One thing to consider for updating map files without creating a new post, would be using a file hosting service, as map files could be hosted there and allow updates without having...
- Wed Jan 23, 2019 8:11 pm
- Forum: Plug-in Development
- Topic: Object Properties per Team
- Replies: 3
- Views: 1915
Re: Object Properties per Team
The concept does sound somewhat similar to what others have proposed over the years. While, if I remember correctly, in '2.99', there was work to only allow certain teams or shots go through teleporters, this was pretty much as far as it go in terms of 'per-team' attributes to objects. Not to sound ...