Wentu Posted May 7, 2008 Report Posted May 7, 2008 Hi I have a problem with a zone I am setting. Everything is working fine except I have a ship that can hold 10 repels. When it fires a rep, it seems 5 are used instead of one. What is this due to ? I checked settings for repels and nothing seems to have to do something with this. Any suggestion ? Beside this, I would like to: - have a ship that starts with bomb with proximities - have other ships with bombs that start with NO proximity and CAN'T have proximity from prizes. Would it possible ? Thankx a lot ! Wentu
JDS Posted May 7, 2008 Report Posted May 7, 2008 well considering alot of zones have a Ship that starts with EMP, and no other ship can get it...Beside this, I would like to:- have a ship that starts with bomb with proximities- have other ships with bombs that start with NO proximity and CAN'T have proximity from prizes. Would it possible ?yes its possible^ When it fires a rep, it seems 5 are used instead of onei would think the issue would be that some sort of a Firing delay is really low so if you press repel one time and it uses it really fast over and over as if your holding the key down.so yea, probly make bomb fire delay not so crazy fast and it should fix the problem? mabey :>
»Purge Posted May 7, 2008 Report Posted May 7, 2008 All ships are spawned without proximity by default in subgame, but in ASSS you may toggle which ships start with it. So if you are using subgame, you may have the ships start off with proximity bombs by using a bot to prize the ship proximity whenever it is spawned. moved to General Development.
ThunderJam Posted May 7, 2008 Report Posted May 7, 2008 Repel delay, and other items such as delay on decoys, bricks, etc... are all defined by... I think minefiredelay. It might be something else, but I remember that a couple items all get their delay setting from a single kinda abstract thing... I think its mines though.
»D1st0rt Posted May 7, 2008 Report Posted May 7, 2008 It's actually the bomb delay if I remember correctly.
Samapico Posted May 8, 2008 Report Posted May 8, 2008 Some items use the bullet fire delay, others use the bomb fire delay, and some may use the mine fire delay... It doesn't seem to be very consistent, we should get some tests going As for the proximity...All ships are spawned without proximity by default in subgame, but in ASSS you may toggle which ships start with it. So if you are using subgame, you may have the ships start off with proximity bombs by using a bot to prize the ship proximity whenever it is spawned.Yes, however, proximity will need to appear either in the ?buy list (by setting a value in the [Cost] section; you could set a super high price), or in the [Prizeweight] section, else players getting prox from the bot will get booted from the server for "using illegal weapons".I made a simple plugin that makes the bot send commands when a player spawns, depending on its freq and ship. So you could make it prize prox to these ships easily. Attachment link:http://www.ssforum.net/index.php?act=Attac...ost&id=3092 Whole topic if that doesn't workhttp://www.ssforum.net/index.php?showtopic...56&hl=prize
Delic Posted May 12, 2008 Report Posted May 12, 2008 bout the delays... Bombfiredelay; DECOYBRICKTHOR(DUH)REPELLER Burst uses minefiredelayand I think port does as well if I remember correctlyno clue about rockets. i could be wrong on some or all of these claims tho!gonna check tonightbeen toying with settings a little, but with SubSpaceso would have to double check whatever I find out. have a nice weekend guys!
Samapico Posted May 13, 2008 Report Posted May 13, 2008 portal doesn't have any delay...oh wait... after having warped... right
rootbear75 Posted May 13, 2008 Report Posted May 13, 2008 (edited) theres no warp delay.. afaik, you can keep pressing insert as much as you want (provided ur energy is full) EDIT: found the warp delay settingMISC:AntiWarpSettleDelayTime (in 1/100 of a second) after someone warps/portals/attaches that they cannot warp/portal/attach again for (like a temp antiwarp enabled for them only) Edited May 15, 2008 by rootbear75
Delic Posted May 15, 2008 Report Posted May 15, 2008 (edited) Okay I did some testing last night and this is my little diagnose / conclusion... All specials except repeller use bombfiredelay as their"fire rate" value, repeller uses minefiredelay, and bothcause weapondelay on all specials and weapons. Portal will never be affected by, nor cause any weapondelay(meaning you can drop one port after another immediatelyregardless of the weapondelay that is caused and is affectedby other specials and weapons.) Rocket will never cause weapondelay but it will be affectedby the weapondelay caused by other specials, but not the weapons. Regular (non-EMP) bombs + bullets (the weapondelay caused by bulletsis obviously determined by the bulletfiredelay) will cause weapondelayon weapons and specials (except rocket & port) while EMP bombs willonly cause weapondelay on the weapons but not the specials. All specials (except rocket & port) cause weapondelay, and thatweapondelay is determined by the bombfiredelay except in Mr. Rep'scase. Oh and, EMP mines use bombfiredelay instead of minefiredelay, whichmeans that EMP mines will cause the same weapondelay as EMP bombs. Class dismissed. ...EXCEPT YOU ROOTBEAR, you got detention. Note that my testing was done using SubSpace 1.35 and needs"confirmation" from CTM 0.40 tests. So all of my hard, superleet and super sweet detective work could be complete-and-utterly useless ;/ Edit: Nice find root, posted this before I read your edit ;/ You're dismissed I guess ;/ Edited May 15, 2008 by Delic
rootbear75 Posted May 16, 2008 Report Posted May 16, 2008 (edited) lol ya, i have my own private arena in DBZ right now, and i was talking to ace on a completely unrelated setting when i came across it Edited May 16, 2008 by rootbear75
Samapico Posted May 16, 2008 Report Posted May 16, 2008 The portal delay I was talking about was: warp with a portal, then try to use a burst, or some other items... weapons aren't affected, but burst seems to be delayed after a portal. Or maybe it's just me Oh and, EMP mines use bombfiredelay instead of minefiredelay, whichmeans that EMP mines will cause the same weapondelay as EMP bombs.But I think there is 0 delay for firing bullets after an EMP bomb
ThunderJam Posted May 17, 2008 Report Posted May 17, 2008 Root stop pretending you know what your talking about
rootbear75 Posted May 17, 2008 Report Posted May 17, 2008 Root stop pretending you know what your talking about lol... im not... i have no clue lol.. i said "maybe"
»Lynx Posted May 18, 2008 Report Posted May 18, 2008 (edited) I've not read the topic, but here goes anyways... BombFireDelay will effect the following: BombsThorsRepelsBurstsBricks MineFireDelay will effect the following: BombsThorsRepelsBurstsBricks ---- Which ever one has the shorter delay will be used consistently, however, if you do have a long delay set for MineFireDelay, you will not be allowed to use an attacking/defensive weapon/item for #ms. There is also a parameter which I cannot be bothered to find right now, which will disable all attacking/defensive weapon(s)/item(s) for #ms. This shouldn't be too hard to find with a little competency. Other Items: Laying a portal has no delay time, apart from the delay time configured by the client, which we cannot change... legally anyway, however, once warped, antiwarpsettle will effect the user. Rockets have no delayDecoys have no delay If you want a ship that starts with no proximities, make sure that you set bounty to something reasonable. It is general practice by most zones now to exadurate bounty, to something stupid. Also take note of the prize weight section in the settings, this affects the spawn of the ship, not just what is placed around the center of the zone. Subspace wasn't designed to have ships with ridiculous speeds, hundreds of repels, and have maps with three tile thick walls - there's irony in that statement, I know, but let's not go into that. I think somebody else mentioned that SG starts ships without prox as standard, that's true, however, if you set the bounty of the ship to something higher, the ship will start with proximity, however, this will raise problems if the ships are meant to slowly get better as you green. The best thing to do in this case, is to find a bot which will prize a ship with proximity when it spawns, this shouldn't be too hard with a little research. I'm sure somebody will provide some links to bot dumps. Edited May 18, 2008 by Lynx
ThunderJam Posted May 19, 2008 Report Posted May 19, 2008 Root stop pretending you know what your talking about lol... im not... i have no clue lol.. i said "maybe" oh? theres no warp delay.. afaik, you can keep pressing insert as much as you want (provided ur energy is full) EDIT: found the warp delay settingMISC:AntiWarpSettleDelayTime (in 1/100 of a second) after someone warps/portals/attaches that they cannot warp/portal/attach again for (like a temp antiwarp enabled for them only) lol ya, i have my own private arena in DBZ right now, and i was talking to ace on a completely unrelated setting when i came across it it could come from the antiwarpsettledelayI see no such 'maybe'
rootbear75 Posted May 19, 2008 Report Posted May 19, 2008 could = maybe... you have too much time on ur hands if you must find fault with everything i say
»Lynx Posted May 19, 2008 Report Posted May 19, 2008 could = maybe... you have too much time on ur hands if you must find fault with everything i say "You have too much time on your hands if you must find fault with everything that I say."* Fix up kid.
Dav Posted May 19, 2008 Report Posted May 19, 2008 If you want a ship to spawn with prox what you can do is make it a common green so that when spawning with X bounty you are likly to recieve it.
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