Suicide_Run Posted August 9, 2008 Report Posted August 9, 2008 One reason I brought PD was to help people hop Quote
9vgnc3eZ01 Posted August 10, 2008 Report Posted August 10, 2008 Acually, if you get a lanc, fill it up, then the last person who attaches has PD, when PD switches on life and time itself would disconnect. Quote
tiss61 Posted August 10, 2008 Report Posted August 10, 2008 i think i way for PD to get revival is either for it to aim better (which is hard to do) OR give me more "seeing distance". ie: in center PD can see FARTHER than it can hit Quote
»Ceiu Posted August 10, 2008 Report Posted August 10, 2008 local int count_freq(Arena *arena, int freq, Player *excl, int inclspec) { Player *p; Link *link; int t = 0; pd->Lock(); FOR_EACH_PLAYER(p) if (p->arena == arena && p->p_freq == freq && p != excl && IS_HUMAN(p) && ( p->p_ship != SHIP_SPEC || inclspec ) ) t++; pd->Unlock(); return t; } Note the IS_HUMAN(p) check. Meaning PD won't get counted, at least as far as the server is concerned. It's possible that Continuum does some checking. Well, for private teams this means fakes don't count... but I think the "balancing" of public teams is done entirely by the client (being that when you try to change teams to unbalance them, the client gives you a specialized warning rather than a generic green server message). I'm guessing this means that the client sends a request of where it feels would be the most even, which also means we should probably change some things around so that the arena settings aren't sent to the client and instead are handled entirely by the server. Edit:Scratch that; I was thinking of the "Team is full" message.Depending on where you got that block of code, perhaps there's something in the ASSS core that's handling the team balancing stuff which does count fake players. Quote
Dadoc Posted August 15, 2008 Report Posted August 15, 2008 Speaking of balancing, why is it that I always get a team full message whenever I try to change to a pub freq without first going to spec even when the team I'm changing to is obviously less than the other pub (i.e. 7 on freq 1, 12 on freq 2). This happens regardless of whether I'm on the larger freq or in a priv freq. I always have to spec first. I should say that I basically always get a team full message unless the freq is empty now. Quote
Suicide_Run Posted August 15, 2008 Report Posted August 15, 2008 I assume its cause its set so max freq size is 1 but they allow you go over that for freq 0/1 if you enter from spec. Quote
Weed Patrol(gold) Posted August 17, 2008 Report Posted August 17, 2008 Can I bring up Unixs idea again about customizing Point Defenses. Or even offering different styles of PDs. For example: A "Beam Array" PD or "Shredder" PD, etc, etc. Each could be priced differently, you get the idea.. Quote
Unix Posted August 18, 2008 Report Posted August 18, 2008 Well, there are different kinds of PD, we know this, we've seen it. Customization of PD just brings out even so many more possibilities than what is already known. Quote
Dr Brain Posted August 18, 2008 Report Posted August 18, 2008 Quite frankly, PD's aim sucks. I've never seen a point to making more than we've already got until someone decides to make a decent aim algorithm. Quote
Syrith Posted August 18, 2008 Report Posted August 18, 2008 umm factor in the target's current velocity? Quote
Samapico Posted August 26, 2008 Report Posted August 26, 2008 Consider turret at 0,0Distance between turret and target when firing = dx, dy Bullet Position over time = 0 + (player.velocity + weaponspeed * cos(angle) ) * timeTarget Position over time = [dx, dy] + target.velocity * time You want to make both equations equalYou get 2 equations, 2 variables 0 + (player.velocity.x + weaponspeed * cos(angle)) * time = dx + target.velocity.x * time0 + (player.velocity.y + weaponspeed * sin(angle)) * time = dy + target.velocity.y * time solve for 'angle' and 'time', all other values are known solution is pretty huge.. and there are possibilities that there is no intersection (i.e. target flying away from you faster than the bullets) I was bored Quote
Dadoc Posted September 12, 2008 Report Posted September 12, 2008 (edited) Not sure why shark was chosen, but maybe using a ship that fires two bullets at a time (wb) or 2 wide bullets (terr & spider) could help a bit in the meantime. Also a multi might help a bit for it too...if it already has multi, disregard that. Edited September 12, 2008 by Kelaiah Quote
Dr Brain Posted September 13, 2008 Report Posted September 13, 2008 A shark was chosen because it has the smallest radius, and I was thinking of allowing other ships to use PD. Quote
Kilo Posted September 26, 2008 Report Posted September 26, 2008 why do you think point defense needs to be stronger? Quote
LeftsideChaos Posted September 27, 2008 Report Posted September 27, 2008 Now that I think about it, whats wrong with boosting the bullet speed(not the rate of fire)? That would increase hit % without having to create a new algorithm. Quote
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