Dr Brain Posted July 10, 2004 Report Posted July 10, 2004 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.
Dr Brain Posted July 12, 2004 Author Report Posted July 12, 2004 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.
Bak Posted August 9, 2004 Report Posted August 9, 2004 what about portals? not allowed to use then from the hypertunnels?
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