Tilted World Weapons

General talk about the map making process.
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trepan
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Tilted World Weapons

Post by trepan »

With the CVS version (which will become 2.0.2), you can
now use the keyword "tilt" with world weapons. It makes it
a little easier to generate 3D patterns, and allows GMs to go
non-horizontal.

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Sir Lance-A-Lot
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Post by Sir Lance-A-Lot »

...words fail me....Beautiful! BZ gets more complex everyday.
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Memnarch
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Post by Memnarch »

Just one question, could you get a world weapon to tilt while going in another direction, for example, if you have a gm World Weapon that is traveling forward, can you specify a tilt hwen it reches a certain point?
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BIYA
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Post by BIYA »

We can now make like doomsday devices!!!!!!
I I I I I I I I I I I I I I
I I I I I I I I I I I I I I
I I I I I I I I I I I I I I
I I I I I I I I I I I I I I
I I I I I I I I I I I I I I
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Scorch
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Post by Scorch »

sorry to bring this topic up again but i have version 2.0.0 and i went to your tilted weapons server and they were tilted. then i saved the map using the Save World option. When i opened the map it had no such tilt or anything so i ran it on a server just to test. there were no tilted world weapons on the server i ran. my question is how can this be compatible with 2.0.0 but not with 2.0.0 Save World? also i ask again when is 2.0.2 gonna come out mabye?
Attachments
Tilted Weapons.bzw
The map after "Save World" in my world directory.
(2.65 KiB) Downloaded 231 times
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JeffM
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Post by JeffM »

It's the server that processes the world weapons and generate the shots. It then just sends tilted weapon vectors to the client. The BZFlag client has always supported tilted weapon vectors ( it's how rico works on pyramids ).

What 2.0.0 does not know about is the tilt paramater in the map file. The game client itself dosnt' care a bit about world weapons, since they are server side. So when you asked for the map, you were sent a field that your client dosn't understand in it's little map generator, so it skiped it. 2.0.2 will understand it and save it ( at least it's suposed to :) ).
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Scorch
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Post by Scorch »

oh neat. so when you say all of 2.0.x is compatible you mean backwards not forwards right?
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JeffM
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Post by JeffM »

I mean compatable in network protocol. It will work with 2.0.0 servers, 2.0.0 clients can play on 2.0.2 servers. It is compatable in playing. The new versions of the client and server have features that may not be accessable using the old client, but are supported by the protocol. Tilted world weaps is just one of them. If this were a breaking change it would have to wait untill 2.2.0, as all 2.0.x releases must play with 2.0.0.
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Scorch
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Post by Scorch »

I see. also another question that i am quite sure goes here;

in the documentation i see;

The Weapon object
Creates a world weapon, or a weapon fired automatically by the world.

weapon
name example_weapon
position 0.0 0.0 0.0
rotation 0.0
tilt 0.0
initdelay 10.0
delay 10.0 3.0 5.0 3.0
type V
end

this is in degrees right? if so is 90 straight up?
do the multiple inputs mean delay one then fire then tilt it more then delay two then fire then tilt more then delay three then fire then tilt back to original tilt?
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JeffM
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Post by JeffM »

I belive tilt is a constant angle, the delay is used to time between firings. Just like position dosn't change with each firing I would not expect tilt to do so.

Test it and see.
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