Guest Moose Master Posted October 6, 2007 Report Posted October 6, 2007 If we could have certain times of the day disallow private frequencies new people would be more likely to stay as they could join in the flagging and be rewarded for whatever part they play. This is following on from an idea I had while replying to another post about flagging. Flag OptionsYou have 5 flags. You fly to a base and type ?dropflagsFlags are dropped at your position with your team colour. Only the enemy can pick them up and a server variable on the flag object tracks that you dropped those flags.Someone switches to your freq to take the flags but can't pick them up <-- problem solved.ENEMY ENEMY!! You need to escape with flags before they can anti-warp you in! You type ?unlockflagsThe flags that you dropped become neutral again so anyone can pick them up.You escape with flags. AbuseIf someone switches to freq or lags out the flags they drop should stay in whatever state they were in. So if they were of a team's colour they should stay of that colour but the player loses the ability to ?unlockflags. If someone switches freq while they have flags dropped, they lose the ability to ?unlockflags. If someone refuses to ?unlockflags then the team could do nothing about it. This would only happen if the player is deliberately being annoying and would only be a problem if the enemy are nearly at the flags. Quote
cdrom Posted October 6, 2007 Report Posted October 6, 2007 i doubt they'll make this happen, and there is pub flagging i think, like 1 time/week Quote
zephoid Posted October 7, 2007 Report Posted October 7, 2007 that would be anoying to code cuz ud have to create a ship to pick them all up then neut them then delete the ship in a few milisecs... i dont think this is a viable solution Quote
Guest Moose Master Posted October 7, 2007 Report Posted October 7, 2007 I don't know what you're thinking of Zephoid but I disagree. Each flag is going to be an object in the server code and each player has a unique identifier the server uses. It would simply mean adding a property to each flag so the identifier can be put on. class Flag{ bool neutral; int flag_id; int flag_freq; int flag_owner; //ID of player int x; int y; } // on ?unlockflags foreach(Flag x in Flags) { if (Flag.flag_owner == Player.ID) { x.neutral = true; } } Flag timer is a different variable not tied to an individual flag. Doing it this way would mean that you would either have to keep one flag neuted to milk the jackpot or just type ?unlockflags to make them all neutral until you want to win. Quote
Dr Brain Posted October 7, 2007 Report Posted October 7, 2007 We've already got a new flagging module in the works that would solve these problems and a few more. Oh, and the ASSS flag core doesn't quite work like that. You can take a look at the ASSS source if you're curious. Quote
Guest Moose Master Posted October 7, 2007 Report Posted October 7, 2007 (edited) I couldn't help but laugh at "!@#$%^&*S Source" I will take a look, but it seems to be mostly C++ which I am unfamiliar with. Edited October 7, 2007 by Moose Master Quote
Dr Brain Posted October 7, 2007 Report Posted October 7, 2007 None of it is C++. It's almost entirely C and a few bits of python. Quote
Guest Moose Master Posted October 10, 2007 Report Posted October 10, 2007 heh heh guess that shows I can't help then. It's a pity, I would help if I could but I only know C#. If you do need a hand with anything and think I could help, let me know. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.