Ricochet Options

Make suggestions for improving one of the best games on the net!
Post Reply
User avatar
A Vicious Muffin
Private First Class
Private First Class
Posts: 534
Joined: Sat Aug 26, 2006 12:25 am
Location: Drury Lane

Ricochet Options

Post by A Vicious Muffin » Sat Oct 18, 2008 1:57 am

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.
Image

User avatar
Jefenry
Private First Class
Private First Class
Posts: 154
Joined: Thu Sep 14, 2006 3:56 pm
Location: TextEdit
Contact:

Post by Jefenry » Sat Oct 18, 2008 4:19 am

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.
Attachments
noricoobjects.bzw
(2.87 KiB) Downloaded 62 times

trepan
Dev Wizard
Dev Wizard
Posts: 704
Joined: Fri Feb 21, 2003 7:50 pm

Post by trepan » Sat Oct 18, 2008 3:02 pm

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

Monster
Private First Class
Private First Class
Posts: 209
Joined: Thu Sep 20, 2007 7:06 pm

Post by Monster » Tue Oct 21, 2008 11:05 am

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

User avatar
zaphod
Sergeant
Sergeant
Posts: 352
Joined: Sun Jan 23, 2005 3:20 pm
Location: beteigeuze-system
Contact:

Post by zaphod » Wed Oct 22, 2008 10:03 am

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!!!
.
.
.
Image

Post Reply