Cutstuff Forum

Gaming => The Ghoul's Forest => Topic started by: CutmanMike on October 14, 2009, 09:27:53 AM

Title: (beta 5) OH DEARY ME we have a problem
Post by: CutmanMike on October 14, 2009, 09:27:53 AM
The Cyborg dash coming to beta 5 may not be coming to beta 5 unless I can work around this little bump in the road. Basically GetPlayerInput is going to cause the server to lag more if it's used with the directions because it requires more network traffic. This, to me, is unacceptable for GVH (no ones fault) so I need to come up with a way of checking if the player is moving forward, backward, or strafing left or right without using GetPlayerInput. I thought about checking the x/y momentum in DECORATE but apparently that's map based and not in the direction you're facing.

Throw some ideas at me. Please try to know what you're talking about before suggesting though. Beta 5 is on hold until I come up with a solution.

More info here (http://skulltag.com/forum/viewtopic.php?f=33&t=21608&p=268347#p268347)
Title: Re: (beta 5) OH DEARY ME we have a problem
Post by: White on October 14, 2009, 10:00:16 AM
Welp' I know your answer. This may cause lag, but I fear it is your last option with GetPlayerInput not working properly online.

Basically, the player Cyborg class will constantly launch 5 or 9 projectiles.

5 being Left, Right, Forward, Backward, and Upward.

9 being Left, FrwdLeft, Forward, FrwdRight, Right, BkwdRight, Bkwd, BkwdLeft, and Upward.

Do either, but each projectile can be hit by the Cyborg class, and him alone.
Im sure thats a possible way, but once the cyborg runs into another cyborg if you fail to make it so the only player takes the projectile inventory, it will cause a collision between two cyborgs. Of course with that, im not sure they deserve to stay alive with a Jitter coming after 'em :P

IF The cyborg runs into the projectile enlisted in the proper direction, he will get a A_GiveInventory("PutSomeStrangeInventoryNameHereLol",1)

His Cyborg dashing state (Speaking of which, next time when I try to work on this[or anyone for that matter] try adding state names, as it's really confusing lol) will do a 10 way Inventory Check, I.E.

TNT1 0 A_JumpIfInventory("LolOneOhOne",1,"CyborgDashLeft")

Alot of work, but however this is entirely possible. Of course it provides more difficulties to make the class object only hit by the parent actor, but hey...

Anyhow, this is your solution, if any a difficult one. If yall find something better, let the guy playing with a pair of scissors up there know about it. :>

Also, lol Good morning.
Title: Re: (beta 5) OH DEARY ME we have a problem
Post by: CutmanMike on October 14, 2009, 10:05:18 AM
Hmm I'm not sure if causing the Cyborg pain is a good idea. Entering pain states means you have to damage the actor (NODAMAGE doesn't work on players grr) which also means losing health and getting your screen to flash red. Not my style.

However spawning stuff AROUND the Cyborg to tell which direction he's walking in could work... maybe. Perhaps spawning inventory items around him infront, back and to his sides, and if he picks it up he dashes in that direction? Could work but holy damn it will have to be tested like a bat out of hell. I don't want cyborgs picking up other cyborgs inventory and I don't want lag to cause the cyborgs to not pick up the items.

Might be on to something though... NEED PEPSI
Title: Re: (beta 5) OH DEARY ME we have a problem
Post by: Qent on October 15, 2009, 12:36:14 AM
Are GetActorVelX/Y/Z and SetActorVelocity in Skulltag? Because then you could boost the cyb in the direction he's going without worrying which way he's facing.
Title: Re: (beta 5) OH DEARY ME we have a problem
Post by: CutmanMike on October 15, 2009, 08:43:30 AM
Nope, and they won't be in 98a either  :(

Btw this might be sorted if Torr knows what he's doing (he usually does)


http://skulltag.com/forum/viewtopic.php ... 14#p268414 (http://skulltag.com/forum/viewtopic.php?p=268414#p268414)
Title: .
Post by: Anonymous on October 15, 2009, 03:45:46 PM
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Title: Re: (beta 5) OH DEARY ME we have a problem
Post by: White on October 16, 2009, 07:51:04 PM
Cutman, it's not nessicarily about hitting other cyborgs. You can easily just apply the +DEFLECT or +REFLECT flag to the monster/player class (although Im no longer sure what the fuck is the difference). Even if the player deflects it, you can easily make it so it drops an inventory item that has a +NOGRAVITY flag and dies after 1 tic. Plus, the projectile would have to go unruly' fast.

Either way, I can try to engineer this. I just need the scripts your thinking of (or idea pane), some work music, AND COFFEE!

...What? Being a teen has downfalls!

Offtopic : Cutman, do you drink coffee? Or, do you just set scissors on fire and swallow them like the people at fairs, except with swords? :3
Title: Re: (beta 5) OH DEARY ME we have a problem
Post by: CutmanMike on October 16, 2009, 07:56:20 PM
White I have no idea what you're talking about. The problem is that it doesn't read up down left and right in ACS, not that I can't deflect stuff (?). And I drink tea.
Title: Re: (beta 5) OH DEARY ME we have a problem
Post by: White on October 16, 2009, 08:43:35 PM
Quote from: "CutmanMike"
And I drink tea.

Thank you for the answer. Cause honestly, I don't know if Tea really does anything, and im quite surprised that you drink it! :3 British boy.

AND I think I worded my stuff wrong :
Basically, I ment like... Decorate of what your attempting.
Title: Re: (beta 5) OH DEARY ME we have a problem
Post by: Robjoe on October 16, 2009, 10:31:33 PM
Quote from: "White"
:3 British boy.
I drink tea too, though. That dunt make me British. =(
Title: Re: (beta 5) OH DEARY ME we have a problem
Post by: White on October 16, 2009, 10:36:50 PM
Quote from: "Robjoe"
Quote from: "White"
:3 British boy.
I drink tea too, though. That dunt make me British. =(

I hope choke doesn't barf up these posts, but...

Of course I hear all of these cartoons and shows of how brit's drink tea and go hunting and all that shit. High class cartoons? Either way, this is going off topic.

Any news on the jetpack, cutty?
Title: .
Post by: Anonymous on October 17, 2009, 06:55:49 PM
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Title: Re: (beta 5) OH DEARY ME we have a problem
Post by: dark-slayer-201 on October 18, 2009, 06:31:00 AM
Quote from: "White"
Being a teen has downfalls!
I know all about that, and also I don't drink coffee or tea, just soft drink (soda drinks), and I am Australian.

OnTopic.
Get what you can done.
I am even having ideas of remaking the gvh decorate code.
Title: .
Post by: Anonymous on October 21, 2009, 05:26:13 PM
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Title: Re: (beta 5) OH DEARY ME we have a problem
Post by: CutmanMike on October 22, 2009, 08:44:10 AM
That's nice but this isn't your blog and we really don't care what one is drinking right now
Title: .
Post by: Anonymous on October 22, 2009, 10:18:43 AM
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Title: Re: (beta 5) OH DEARY ME we have a problem
Post by: CutmanMike on October 22, 2009, 10:27:00 AM
It's already fixed
Title: Re: (beta 5) OH DEARY ME we have a problem
Post by: Frits on October 22, 2009, 10:51:02 AM
Quote from: "CutmanMike"
That's nice but this isn't your blog and we really don't care what one is drinking right now

Lol, that was so dry  :)

So if it's fixed it means the cyborg will have dodging w/o causing extra lag?
Title: Re: (beta 5) OH DEARY ME we have a problem
Post by: Major Cooke on October 23, 2009, 05:14:59 PM
Back on topic... Yes, cutman, a nice workaround would be to spawn something that can thrust the cyborg in the opposite direction. I swear, there needs to be customizable states like in Zdoom...

If you want, I can send you the Death Bringer Thanatos character conversion out of Aeons of Death that I made from a monster to an actually playable skulltag class. You can get in touch with me on messenger, then I'll send it. Maybe it can give you a few ideas on how to get past this.