zone who grows fast...than gets small etc.
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- On Lightcycle Grid
- Posts: 24
- Joined: Thu Oct 11, 2007 12:20 pm
zone who grows fast...than gets small etc.
Hey Guys
What i have 2 prog for that:
Deathzones who grows (really fast) and than after some secounds get small:
On the Pic is what i mean.
Best Regards safa
What i have 2 prog for that:
Deathzones who grows (really fast) and than after some secounds get small:
On the Pic is what i mean.
Best Regards safa
CT-ct-CT
If it's just one deathzone, you may be able to get away with scripting it via config variables; you'll have to set WIN_ZONE_INITIAL_SIZE and WIN_ZONE_EXPANSION to the right values at the right time.
Otherwise, you'll need to hack gWinZone.cpp/.h. The variable you'll need to change at the right time is gZone::radius_, and then you'll have to call gZone::RequestSync after the deed. The variable contains reference size and current expansion speed, you can just call gZone::SetExpansionSpeed() to set the new current speed and keep the current size as it is.
Otherwise, you'll need to hack gWinZone.cpp/.h. The variable you'll need to change at the right time is gZone::radius_, and then you'll have to call gZone::RequestSync after the deed. The variable contains reference size and current expansion speed, you can just call gZone::SetExpansionSpeed() to set the new current speed and keep the current size as it is.
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- On Lightcycle Grid
- Posts: 24
- Joined: Thu Oct 11, 2007 12:20 pm
Z-Man wrote:If it's just one deathzone, you may be able to get away with scripting it via config variables; you'll have to set WIN_ZONE_INITIAL_SIZE and WIN_ZONE_EXPANSION to the right values at the right time.
Otherwise, you'll need to hack gWinZone.cpp/.h. The variable you'll need to change at the right time is gZone::radius_, and then you'll have to call gZone::RequestSync after the deed. The variable contains reference size and current expansion speed, you can just call gZone::SetExpansionSpeed() to set the new current speed and keep the current size as it is.
sorry i understand nothing ^^ on german?
CT-ct-CT
You could always use a ready hacked server, 0.2.8-sty+ct, which allows you to set a zone's radius at any point in time via a script and how long it takes to reach it's specified size.
you could use a script something like the attached php script (I tried to paste it between code tags but it seemed to think I was code injecting or sumsuch).
Take a look at the ct wiki for ways to run a basic scripted server etc.
That script is untested, but something like that would do what you want.
Depends whether you'd rather hack C++ or php (or some other scripting language of your choice)
you could use a script something like the attached php script (I tried to paste it between code tags but it seemed to think I was code injecting or sumsuch).
Take a look at the ct wiki for ways to run a basic scripted server etc.
That script is untested, but something like that would do what you want.
Depends whether you'd rather hack C++ or php (or some other scripting language of your choice)
- Attachments
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- script.php.not.zip
- basic script
- (761 Bytes) Downloaded 189 times
- kyle
- Reverse Outside Corner Grinder
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using ct+sty code there is a GAME_TIME line that prints to ladderlog.txt
you can configure its increments
LADDERLOG_GAME_TIME_INTERVAL 1 (for how often you want it to print, usualy every 1 secound)
LADDERLOG_WRITE_GAME_TIME 1 (1 so it write to ladderlog)
it will output the GAME_TIME as a decimal number
it starts around -3 where the the grid is being created and then starts counting up from 0 once the game begins
then you use SET_ZONE_RADIUS to change the radius of the zone
you will have to SPAWN the zones(with names) at the start of the script (GAME_TIME -3)
hopefully this makes a bit of sence read ed's post again between the 2 i think you may understand it.
you can configure its increments
LADDERLOG_GAME_TIME_INTERVAL 1 (for how often you want it to print, usualy every 1 secound)
LADDERLOG_WRITE_GAME_TIME 1 (1 so it write to ladderlog)
it will output the GAME_TIME as a decimal number
it starts around -3 where the the grid is being created and then starts counting up from 0 once the game begins
then you use SET_ZONE_RADIUS to change the radius of the zone
you will have to SPAWN the zones(with names) at the start of the script (GAME_TIME -3)
hopefully this makes a bit of sence read ed's post again between the 2 i think you may understand it.