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Posted (edited)

hehe true, I made the first version of this map before I did descent vargo,

I liked the unsymetrical 'damaged-looking' style so I kept using it :(

Current version is still far from done, we're gonna add alot more detail to it

Edited by Leg0las
Posted

It says on your Announcement thread that you're running java bots on ASSS, is that TWCore?

 

You may want to consider using the Hyperspace modules if you're trying to have buyable upgrades.

Posted (edited)

It's not TWCore, its written bij Spidernl, just like the 3 bots (UB's) in Hyperspace.

One big disadvantage (of what i've heard) is using a bot could cause lag or crashes since it has to use commands many times per second in order to do its job (e.g.: requesting coords of each player every second to prevent them from flying through restricted areas for their levels). So if theres any As3 genious willing to help, let me know.

Are these hyperspace modules for public use?

Edited by Leg0las
Posted
Crashes generally don't happen in any decently designed software due to large amounts of requests, lol. Bots have but one advantage and that's generally making your zone server more stable (any problems in the bot code will crash the bot only.)
Posted
well if you have a king bot or some system which spawns other bots what I said might not be true, but it won't be kicking players out of the zone.
  • 2 months later...
Posted
"requesting coords of each player every second to prevent them from flying through restricted areas for their levels" You can do with with region warp coords with standard asss (no extra modules or bots). Also, how do chatnet bots get the locations of the players, since they don't receive player position packets?
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