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End shot SW

Posted: Sun Apr 12, 2009 2:33 am
by SpringTank
I know the server doesn't have an shot end event, but what if you made the plug-in assume when and were the shot will explode and place a world weapon in that spot and have a timeout for it. When you shot the server will calculate were to place the SW using your tank speed, tank position, and shot speed, then calculate when to have the SW go off by using how long you have the shots set to last.
Just a thought.

Re: End shot SW

Posted: Sun Apr 12, 2009 2:43 am
by Bambino
Yassen made a plugin like this - you're driving and a SW comes out the back of your tank at a constant rate, and it's the only weapon you have.

Re: End shot SW

Posted: Sun Apr 12, 2009 4:33 am
by JeffM
that won't take rico, or early detonation into account. but sure you could have a plug-in do anything it wanted.

Re: End shot SW

Posted: Thu May 28, 2009 2:23 am
by Enigma
This is actually what I was trying to do when I wrote the mine plug-in. When I found out I couldn't do it, I switched to mines.

Re: End shot SW

Posted: Thu Oct 01, 2009 11:52 pm
by Strakowski
TheFish wrote:I know the server doesn't have an shot end event, but what if you made the plug-in assume when and were the shot will explode and place a world weapon in that spot and have a timeout for it.
This is a very cool idea for a plugin indeed :D and a tool I would love to have when building maps. Looking through the event API on the wiki, I found an event called bz_eShotEndedEvent. There doesn't seem to be any documentation for this event; does any one know if this event might work for the plug-in in question? :? I probably have no idea what I'm talking about, but it sounds promising.

Re: End shot SW

Posted: Mon Oct 05, 2009 1:38 am
by A Meteorite
Strakowski wrote:
TheFish wrote:I know the server doesn't have an shot end event, but what if you made the plug-in assume when and were the shot will explode and place a world weapon in that spot and have a timeout for it.
This is a very cool idea for a plugin indeed :D and a tool I would love to have when building maps. Looking through the event API on the wiki, I found an event called bz_eShotEndedEvent. There doesn't seem to be any documentation for this event; does any one know if this event might work for the plug-in in question? :? I probably have no idea what I'm talking about, but it sounds promising.
bz_ShotEndedEventData does not include where the shot ended (in 2.0 or trunk). So, no, it wouldn't be possible.

And calculating where shots are would be a completely new feature. The server doesn't have a clue where shots are, only clients do (in part, this is why it is so easy to cheat).

Re: End shot SW

Posted: Mon Oct 05, 2009 1:59 am
by Strakowski
hmmm :? . I see. you'd have to write something to parse the entire map before hand to calculate ricochet. I don't suppose there's anyway to have the server grab data from the client. BZ 3.0 is supposed to have servers do much more calculation than it's predecessors. Maybe something will come up.


P.S. A Meteorite: you've written 1783 posts, and you're still a private first class? How does one move up around here? :D

Re: End shot SW

Posted: Mon Oct 05, 2009 2:12 am
by Bambino
Strakowski wrote:P.S. A Meteorite: you've written 1783 posts, and you're still a private first class? How does one move up around here? :D
You help the project...contribute.

They changed it so people don't spam post to get a higher rank.

Re: End shot SW

Posted: Mon Oct 05, 2009 2:21 am
by A Meteorite
Strakowski wrote:hmmm :? . I see. you'd have to write something to parse the entire map before hand to calculate ricochet. I don't suppose there's anyway to have the server grab data from the client. BZ 3.0 is supposed to have servers do much more calculation than it's predecessors. Maybe something will come up.
Yeah, pretty much. And it really hasn't changed in trunk (3.0). The server is pretty much just as dumb and from what I've heard, nearly all cheats (especially the ones that matter) that are possible in 2.0 are just as possible in trunk due to that.

You also couldn't pull the info from the client since... the client can never be trusted. Ever. That's the problem we see now; the server puts all its trust into the client.
Strakowski wrote:P.S. A Meteorite: you've written 1783 posts, and you're still a private first class? How does one move up around here? :D
Well, there's a deeper reason for that, but I can't delve into it here.