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Posted

Hey everyone!

 

Just a little status update. were still working on the modules and we are currently getting rid of the last bugs.

The graphical part is done - the new tileset needs to be added.

Ill reply on this thread once we can go beta which hopefully wont take more than 6 weeks from now on.

Ill also release some screenshots of the beta and of the live-tutorial

Hope you guys havent stop waiting for the release ;)

 

best regards

-creatiX

 

P.s. to the coders out there: Were trying to drop a turret on !drop and to start it on !on.

!on makes you get stuck where you are and lets you remote control the turret. If you have an idea how to code that, help us out and let me or tcsoccerman24 know!

Posted

That would mean the person attached would take damage, so prize shields to avoid too much damage. Alternatively, you can lower weapon damage on the attached person's client.

 

But Creatix wants this concept "remote controlled", so I don't think attaching to the turret would look too remote. blum.gif

Posted
Just seemed like an easy way to stop them from moving, which seemed to be what CreatiX wanted. If you don't care about them drifting, just copy the rotation from p->position.rotation and shoot periodically.
Posted
As it is now, we are copying the "commander"'s rotation, except you have to be in a certain region. then when you shoot, (on item eating tiles) a function is called to create and send a similiar weapon packet to where the turret is. Now to move the turret around would be easy, but too be able to command the turret not in that region (and item eating tiles) would be difficult. Is it even possible to remove a packet? I suppose you could set the bullet distance for that player to 0 but that is a problem because other people will see the bullet distance as usual (you know this already).

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