GM Following WW

Premade map objects and sections that can be used in user maps.
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ChaoticFangUp
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GM Following WW

Post by ChaoticFangUp » Fri Apr 13, 2012 12:17 pm

Hello there.

I think we all know here what a World Weapon (WW) is.
Well, you can set different kinds of it, including Guided Missile (GM).
However, the GM shot by a WW, does not follow a Player!

Is there a way this could be able to make?
A GM shot by WW to follow the player at the moment it was shot?

Thank-you.

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Re: GM Following WW

Post by joevano » Fri Apr 13, 2012 12:26 pm

Which player would it shoot at?
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Re: GM Following WW

Post by ChaoticFangUp » Fri Apr 13, 2012 12:27 pm

The nearest.
A standing Trap.

Actually, more like a Mobster Shot Spawner, hehe.
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Re: GM Following WW

Post by blast » Fri Apr 13, 2012 12:38 pm

As far as I know, a bzfs plugin could do this.
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Re: GM Following WW

Post by ChaoticFangUp » Fri Apr 13, 2012 12:43 pm

I see. Okay, thx. I can find a plugin myself. :)
Since I have one more Object in mind, I will just create a New Topic.
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Re: GM Following WW

Post by Agent West » Sun Apr 15, 2012 1:48 am

I have seen this used to guard team flags. Pretty neat.
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Re: GM Following WW

Post by ChaoticFangUp » Sun Apr 15, 2012 12:50 pm

Yeah, I would use it for my new Tower Defence Map! :)
I was the very 1st to create a path with WWs shooting at you and you had to come to the End & Cap ur Flag. (HTF)
Was pretty good! :D
However, this would make it even harder!
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Re: GM Following WW

Post by Tanx » Sun Apr 15, 2012 8:00 pm

yes, I've seen it before as well, but it went after a person who had just killed another player, it was quite aggravating really. especially since for the most part it was an open map, and these gm's seemed to have no limit on their distance. Be aware of this. Don't do overkill with these gms. There were 4 just following me. The goal is not for the server to have fun, its for the player to have fun. These gms would be best used on a map where its way too easy to cap. if you do use them I'd make sure that where they came from would be obvious, like from a passable sphere or something, but thats just me.

its no substitute for a well meshing map, its just a tool to push one in that direction
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Re: GM Following WW

Post by optic delusion » Sun Apr 15, 2012 10:42 pm

This is the "missiles" plugin of which Eoncho speaks. It's kinda hackish. Was for 2.0.8 ?? I think it should compile under 2.4 without changes. It has NOT BEEN TESTED with Version 2.4.
http://git.norang.ca/?p=bzflag/bzflag.g ... heads/mofo

It was originally intended as an april fools joke.
The missiles have unlimited range, or close to it.
Fires a single GM shot (with tracking) at every player who makes a kill. Makes it extremely hard to camp unless in a protected spot, or with ST
It does not use a world weapon map object.
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Re: GM Following WW

Post by optic delusion » Mon Apr 16, 2012 8:32 am

There's an API for GMs now, so it's probably possible to do this now without the hackish code.
Take a look at my Defender game mode concept.

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Re: GM Following WW

Post by ChaoticFangUp » Mon Apr 16, 2012 1:00 pm

Hello there, Eoncho.
Even if the GM is infinite Ranged, it Does stop when it hits a wall, and it hits it fast, believe me! ;)

Hey, Optical Delusion.
I wil ltry it out and see. :D
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Re: GM Following WW

Post by Tanx » Wed Apr 18, 2012 9:31 pm

ah, but the biggest problem was when I say sparse I mean like the 2 boxes in the middle of pillbox, yes they were larger about 100 - 150 wu in each direction, but the problem was the gms came from around

+- 350 0 40
0 +-350 40

plus the gms were just slightly slower then a tank, I had to try and plan my kills so I wouldn't get shot up. what I mean is don't be going and put 10 in there on each side. Try to encourage the chaos actually, not prevent it. I believe what we're seeing is a change of the gameplay preferred. From the gameplay of games from years ago (more strategy and slow thinking maps) to quick on your feet maps (quick in action, but mostly about pure reaction) which is like many games played today on cell phones and other hand held devices for instance. This revelation came to me quite recently, which causes me to redefine how I would make maps. as my example I merely point to mofo, zigg, and the map like that before zig. before those maps it was less reaction based, like missilewars (I don't include missilewars in the reaction map catagory, I merely won't say the name of the map between it and zig).

also a question about that gm, it may sound silly but it's an if that needs clearing up. Are those GMs able to lock on STs?
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Re: GM Following WW

Post by blast » Wed Apr 18, 2012 9:51 pm

Eoncho wrote:Are those GMs able to lock on STs?
Probably, because the server likely doesn't check the status. However, the plugin itself could do a check and see if the player has the ST flag before launching the GM.
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Re: GM Following WW

Post by ChaoticFangUp » Thu Apr 19, 2012 12:38 pm

Yeah, as blast pointed out.
As for Tower Defence... I do not think I will make any ST Flags, but it is good to know if used in any other Map!

I think this would not be hard to do in JavaFX... does BZFlag support Only C++?
It is basicaly the same as if the player would shoot a GM and click "Lock-on" at the same time... follows the nearest.

One more question.
If a Player writes an add into .bzfs file to change the weapons a bit, everything changes that way, even WW.

Example:

If I set this: "-set _laserAdLife 100", both, player that gets a Laser flag AND a WW with a Laser as a weapon will have the shot ad life of 100.
Is it possible to make a different add life for WW than as for Players shot if using the same weapon?
You get what I mean?
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Re: GM Following WW

Post by blast » Thu Apr 19, 2012 12:47 pm

The BZFS API is C/C++. There have been a few plugins that allow plugins to be written in other languages (Python and JavaScript, but not Java), though I'm not sure if any of them were updated for 2.4, nor do I know how complete any of them were.

As for your second question, no, you can't alter the setting for just player shots, since the local clients would use the setting on their end for everyone. The assumption is that everyone (including the server) has the same settings.
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Re: GM Following WW

Post by ChaoticFangUp » Thu Apr 19, 2012 12:49 pm

I see.
So both things are as I assumed. :)
OK, thanks!
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