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Posted

There is a portal + hypertunnel bug in beta that will have to be addressed. People can warp through solid walls with it.

 

Somehow, I will have to generate an antiwarp field in the hypertunnels. I can create a fake player called "(Hyperspace)" or something. Put it on its own freq, and then make it start broadcasting antiwarp packets.

 

Only a few small problems. First off is that there is way to much ground to cover with a stationary position. And a moving player will not get everyone at the same time. So, that means that every player will have to see him in a different location. My first idea was to just put the antiwarper underneath every player, sort of like the subgame *mirror. Picano pointed out the problem with this early on: Bullets and bombs will hit him if he's on a different freq (and antiwarp doesn't work on the same freq).

 

The only solution I can see to this is to give it a list of locations around the map to antiwarp from. It will choose the closest for each player, and if they are in a certain region, antiwarp from there. With enough points, there should be no gaps.

 

So that the antiwarp dude doesn't show up, I can make him a UFO.

 

So, while sligtly more complicated than the flag mover and antiwarp disabler, this module also depends on me figuring out how to generate region files.

Posted

I asked for a second opinion on this from Catid, and we eventually came up with a better solution for this interdiction module.

 

Store the last good position packet for a player, and if we ever get one that's outside the interdiction area, warp them back to their previous location. There would have to be a function to disable interdiction before they legally warp out (Gates, Engines, Attaches).

 

Turns out that this is a much easier module to write that my first idea.

  • 4 weeks later...
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