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Thread: sgSafetyZone

  1. #1
    Rampage Crsk's Avatar
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    sgSafetyZone

    when you are in the SafetyZone radius, you are protected, the Zone are Safety only for the players and this build
    don't block shots (almost) so, SafetyZone is useless as Forcefield or for protect your core.

    [supposedly]
    if your health or armor get 150, if you leave the radius or you are more than 15 seconds inside the safety radius,
    you are not protected anymore (for avoid protection abuse).
    [/supposedly]

    Media progress:
    Done - Textures (!r, !b, !g, !y)
    Done - 3D Mesh model

    Code progress:
    here is where i need help, currently i have two files "sgSafetyZone.uc" and "sgImmune.uc"
    when you touch the safety radius you are calling to "sgImmune.uc" so you are protected, the problem is that you
    are protected all the match unless you die.

    i was trying to use states but i fail, someone enlighten my way!! ):
    im not coder, i need help with the "supposedly" part.

    here some ss





    suggestions are welcome and any help will be too appreciated
    w5ykj

  2. #2
    Whicked Sick Higor's Avatar
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    While the purpose isn't something I dig.
    It has huge potential for other gametypes, and other things with it.

    And you just gave me an idea on how to actually make a credible forcefield.


    Mechanics and speed.
    You must take into consideration speed practises and in order to do that, to make use of as many game defined events.
    Usage of chained lists is precisely a good thing in here, it's main purpose is to reduce the amount of iterations.
    Damage hook, hook directly into the damage altering functions to provide the functionality, this can be done in 2 ways (Siege only, global).

    I personally want to discuss this further.-

    How's the current mechanics of this? (code wise)
    ------------------------------------- * -------------------------------------

  3. #3
    Rampage Crsk's Avatar
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    Quote Originally Posted by Higor View Post
    How's the current mechanics of this?
    almost no code, i just get the idea, make a model in milkshape, the texture in photoshop and post here xD anyway i'm stucked

    my idea is create this build like an infiltrate supplier, i don't know if it is a good way

    Code:
    class sgSafetyZone extends sgEquipmentSupplier;
    
    #exec MESH IMPORT MESH=SafetyZone ANIVFILE=MODELS\SafetyZone_a.3d DATAFILE=MODELS\SafetyZone_d.3d X=0 Y=0 Z=0
    #exec MESH ORIGIN MESH=SafetyZone X=0 Y=0 Z=0
    
    #exec MESH SEQUENCE MESH=SafetyZone SEQ=All STARTFRAME=0 NUMFRAMES=30
    
    #exec MESHMAP NEW MESHMAP=SafetyZone MESH=SafetyZone
    #exec MESHMAP SCALE MESHMAP=SafetyZone X=0.1 Y=0.1 Z=0.2
    
    function Supply(Pawn target)
    {
    local Inventory inv;
    inv = target.FindInventoryType(class'sgImmunity');		
    
    	if ( inv == None )
    		inv = Spawn(class'sgImmunity');
    	
    	if ( inv != None )
    		inv.GiveTo(target);
    }
    
    defaultproperties
    {
         DSofMFX=5.000000
         BuildingName="SafetyZone"
         BuildCost=400
         BuildTime=0.500000
         bNoUpgrade=True
         MaxEnergy=90000.000000
         Model=LodMesh'SiegeURC1000.SafetyZone'
         SkinRedTeam=Texture'SiegeURC1000_.U.sz_Team0'
         SkinBlueTeam=Texture'SiegeURC1000_.U.sz_Team1'
         SkinGreenTeam=Texture'SiegeURC1000_.U.sz_Team2'
         SkinYellowTeam=Texture'SiegeURC1000_.U.sz_Team3'
         MFXrotX=(Pitch=0,Yaw=0,Roll=0)
         bCollideWhenPlacing=False
         CollisionRadius=150.000000
         CollisionHeight=2.000000
    }
    see CollisionHeight=2, so this build is like a visual effect with a trigger settled in the floor for activate the owner immunity

    so using states in sgImmunity.uc could work?
    w5ykj

  4. #4
    Whicked Sick HIGH[+]AdRiaN's Avatar
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    i player in safety zone, can kill enemy players?
    or, if the player on zone shoot (not with constructror), he loss the protection?

  5. #5
    Rampage Crsk's Avatar
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    Quote Originally Posted by AdRiaN
    i player in safety zone, can kill enemy players?
    when you are inside the safety zone you can kill players or they can kill you (immunity expired) because the invisible collision hull is 2 px height.


    Quote Originally Posted by AdRiaN
    or, if the player on zone shoot (not with constructror), he loss the protection?
    not at the moment, because code in progress, anyway i dont like that way for lost the protection.
    w5ykj

  6. #6
    Whicked Sick ~~D4RR3N~~'s Avatar
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    Looks nice!
    Crsk Is on fire coding things for siege xDDDDD
    Higor has to respond xDDD

  7. #7
    Rampage Crsk's Avatar
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    Quote Originally Posted by ~~D4RR3N~~ View Post
    Looks nice!
    Crsk Is on fire coding things for siege xDDDDD
    Higor has to respond xDDD
    hahaha i really suck creating things because some monts ago i did not know how to compile, Higor taught me how
    w5ykj

  8. #8
    Administrator SAM's Avatar
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    Here's what happen's

    Nuke siren goes off....
    Everyone runs to supplier.

    GG

  9. #9
    Whicked Sick HIGH[+]AdRiaN's Avatar
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    Quote Originally Posted by Crsk View Post
    not at the moment, because code in progress, anyway i dont like that way for lost the protection.
    but if the protection dont expire when who is inside of zone do a shot, many players will abuse of this, keeping inside of zone sniping enemies incomings

  10. #10
    Whicked Sick Higor's Avatar
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    This is my idea of forcefield:

    First, make ForceField a bProjTarget=False actor, so bullets and projectiles go through.
    (Write that one down).

    We make this ForceField delete projectiles that belong to enemies (more like make them "Hit a wall")

    As for hitscan damage and explosion waves...

    Create a linked list of ForceField actors in either the SiegeGI class (main Siege) and/or a Siege Mutator (if we were to implement SiegeU as mutator on other gametypes).
    The linked List would look like this:
    Code:
    (SiegeGI)
    var WildcardsForcefield FFlist;
    (WildcardsForcefield)
    var WildcardsForcefield nextFF;
    This way we can iterate through this list without causing too much overhead.
    Code:
    (SiegeGI.ReduceDamage)
    local WildcardsForcefield aFF;
    For ( aFF=FFlist ; aFF!=none ; aFF=aFF.nextFF )
    {
    //     Process stuff here
    }
    Then we check for a series of conditions for reducing damage:
    Hitscan bullet:
    We check that the forcefield is between the instigator and the hit location, and that is on a different team.
    If those conditions apply, reduce damage to zero.

    Explosion wave:
    Check if the forcefield is between the victim and the explosion center, if it is, reduce damage 50%.

    Exception:
    Forcefield core will not be affected by these damage scalers.
    ------------------------------------- * -------------------------------------

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