aquarius Posted November 8, 2007 Report Posted November 8, 2007 I'm not sure of all that was upgraded, but it is good to stay up to date. Have fun. Quote
Samapico Posted November 8, 2007 Report Posted November 8, 2007 I think 1.4.4 works with 24bit tilesets (i.e. most maps made with DCME) Quote
Resol Posted January 31, 2008 Report Posted January 31, 2008 How does ASSS work, and is it hard to covert a subgame to ASSS?I also was wondering if it was possible to over lay items to a ship, like ?buy gun, and then place a gun on the ship.I think it would be cool if you could buy items and they actually appear on your ship or whatever you are using. Quote
Smong Posted January 31, 2008 Report Posted January 31, 2008 How does ASSS work, and is it hard to covert a subgame to ASSS?!@#$%^&*s works using a module system. You have your stock modules which provide basic functionality equivalent to subgame, then you have your custom modules which are equivalent to bots. Converting a zone is straight forward, but from the numerous complaints trying to understand the file structure of ASSS is complicated. However such a structure is necessary to keep the amount of customisability ASSS provides tidy. I also was wondering if it was possible to over lay items to a ship, like ?buy gun, and then place a gun on the ship.I think it would be cool if you could buy items and they actually appear on your ship or whatever you are using.Unfortunately you can't yet do that but it has been suggested for future client versions #54, #55. Quote
Resol Posted January 31, 2008 Report Posted January 31, 2008 That would be really cool, and I would definatley want to use it.So its not hard to use ASSS as a basic zone right? As far as setting it up, whats complicated is trying to make something more.I take it you can eliminate the use of bots if you have someone that can program it ASSS correct? Quote
Smong Posted February 1, 2008 Report Posted February 1, 2008 Yeah that's right. You can still use bots if you want to, you aren't forced to use custom modules. Quote
Resol Posted February 1, 2008 Report Posted February 1, 2008 Well, I have an amazing concept for a game, I will type something up and explain in detail what I am looking for. After I finish what i am currently working on that is. I don't think it would need a lot of coding, but I am not sure what could be coded ASSS and what would have to be bot controled. It also appears as though the SSDev team is very busy at this time, so maybe if I hold off for a while something might come of it. Quote
»Purge Posted February 1, 2008 Report Posted February 1, 2008 practically anything bot controlled can be implemented into an ASSS module, so you don't need to worry about having your concept functioning on both bot and module. Quote
Resol Posted February 2, 2008 Report Posted February 2, 2008 Cool, an odd question....Is there a way to use ASSS to give a player another type of heath bar of sorts? It wouldn't have to be an actual meter or displayed on the screen, but it would be nice. It would have to go down in time, but only if in a certain ship. Quote
»Purge Posted February 2, 2008 Report Posted February 2, 2008 another health bar? sure, just emulate the current health bar by reading off players' energy. you can even do that in a bot. Quote
Resol Posted February 2, 2008 Report Posted February 2, 2008 Thats not what I mean.. Want I mean was another meter that can be given a value, and not affected by health in anyway. I was thinking of a meter manipulated by usage, not energy. I think this could be done with a bot, so ASSS could do it too maybe? Like an imaginary meter, but could be displayed with .lvz use. Quote
aquarius Posted February 2, 2008 Author Report Posted February 2, 2008 that can be done, you could base the meter on wins/loses, points, usage, really anything that can be seen by the server Quote
»Purge Posted February 2, 2008 Report Posted February 2, 2008 yeah, a bot can also check *einfo to check the player's usage and toggle the LVZ accordingly. but as I said before, whatever a bot can do, so can ASSS. Quote
Resol Posted February 3, 2008 Report Posted February 3, 2008 Ok, I am was thinking more of an 'imaginary' meter. Something that is not seen by the server, but controlled by a bot or ASSS.So let me get down to it, So one of your ships is actually a car, and the meter I want is for fuel.I want to be able to set an intial amount of fuel for the car (which can be upgraded) and slowly go down depending on how long you are in the car. Also, the player would be able to reset the meter with a command that takes away from points.So say the meter was set at 1000 and every hour the player spent in the car would take away 5, like I said it wouldn't need to me seen, the information could maybe be relayed to the player at cheakpoints, like Full, Three Quaters, Half, One Quater, and Almost Empty.I am gonna try to type up the whole concept, I know that city ideas have been done and failed. I think the reason the fail is because there isn't enough game play to them. I havd put a lot of thought into it, and I think making a City RPG style would give players something interesting to do. Quote
Smong Posted February 3, 2008 Report Posted February 3, 2008 It's even easier to do now that you don't want the meter to be shown. You could use regions to layout fuel stations on the map, so any ?refuel command would only work in those areas. ASSS provides a feature that tells you (the code) when a player has entered or exited a region. However, there is a customisable tadeoff between server performance and accuracy. So if you have really fast vehicles it may not register them entering and exiting the region really quickly. Enough deviation, what I wanted to say is I tried making wipeout once (popular sony racing game with weapons) and the weapon/speed boost squares are too small to detect without some trickery. Quote
Resol Posted February 3, 2008 Report Posted February 3, 2008 Thats kinda what i was thinking, Having a few 'Gas Stations' around the map. Also besides gas, I want a 'Hunger Meter' that would force the player to go to other types of stores around them map, I am busy today and wont be home for a while, but I will definately type up the entire concept, I have a lot of ideas that would make it a really fun and interesting zone. Basically, I want 1 ship to be a person, and then the other 7 are cars, you would have to go to a 'Car Lot' to purchase them, I had a cool bot that when you changed from Person to Car, it would warp you to where you were and say "You got in your car' or 'You got out of your car' when you changed from car to person.I also had the bot manage a freq, 911. When you joined that freq the bot told you "You joined the Police"What I think would be cool with that is....well let me say this first, besides being able to purchase things from stores, you can rob them, the bigger the business the more money you get, but the longer you have to out run the cops, and after you rob the place, anyone on Freq 911 is informed and maybe even relocated to the sceen. I had a thought of using the AI bots on freq 911.Well, I gotta run, but I wll try typing up the whole idea sometime soon. Quote
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