Dynamic explosion radius that is relational to cycle speed
Dynamic explosion radius that is relational to cycle speed
I released a branch on launchpad with this feature.
It adds EXPLOSION_RADIUS_SPEED_FACTOR
Leaving it at 0 will keep the holes always at size of EXPLOSION_RADIUS
Setting it to a positive value will increase the hole size the faster the holing cycle is.
Setting it to a negative value will decrease the hole size the faster the holing cycle is.
Because I am still pretty uncomfortable with C++ please review it and make suggestions for improvements or tell me, how to do it in a nicer way.
For server owners: please test it and give feedback.
It adds EXPLOSION_RADIUS_SPEED_FACTOR
Leaving it at 0 will keep the holes always at size of EXPLOSION_RADIUS
Setting it to a positive value will increase the hole size the faster the holing cycle is.
Setting it to a negative value will decrease the hole size the faster the holing cycle is.
Because I am still pretty uncomfortable with C++ please review it and make suggestions for improvements or tell me, how to do it in a nicer way.
For server owners: please test it and give feedback.
Re: Dynamic explosion radius that is relational to cycle spe
That's very cool man, I hope this gets picked up and used.
Re: Dynamic explosion radius that is relational to cycle spe
I really like that idea. If that could be partnered with faster disappearing walls, I think it could make for a more interesting fort type (making holing more challenging). Would love to see a ladle like that someday.
Re: Dynamic explosion radius that is relational to cycle spe
I also imagine pretty fun things combined with DEADLY_EXPLOSION settings.
Get speed to kamikaze kill your enemy by a huge explosion if you get trapped
Get speed to kamikaze kill your enemy by a huge explosion if you get trapped
Re: Dynamic explosion radius that is relational to cycle spe
Actually now that I think about my reply, faster disappearing walls would kinda ruin the benefit of centering which I think is a great part of fort. BUT to make holing more challenging and keep centering a good tactic at times, would it be impossible to make the wall disappear gradually from where the cycle exploded to the end of the tail?
Re: Dynamic explosion radius that is relational to cycle spe
I didn't even click submit twice and it submitted the same reply twice.
Re: Dynamic explosion radius that is relational to cycle spe
raph123 wrote:Actually now that I think about my reply, faster disappearing walls would kinda ruin the benefit of centering which I think is a great part of fort. BUT to make holing more challenging and keep centering a good tactic at times, would it be impossible to make the wall disappear gradually from where the cycle exploded to the end of the tail?
this is cool idea, and just in general too. It seems like a natural extension of the idea of finite walls
Re: Dynamic explosion radius that is relational to cycle spe
Sometimes it seg faults when all players leave the server.
Any help on pointing me in the right way to debug that is appreciated.
Any help on pointing me in the right way to debug that is appreciated.
- Phytotron
- Formerly Oscilloscope
- Posts: 5041
- Joined: Thu Jun 09, 2005 10:06 pm
- Location: A site or situation, especially considered in regard to its surroundings.
- Contact:
Re: Dynamic explosion radius that is relational to cycle spe
You know, there's more to Armagetron than fortress. The merits of this feature, positive or negative, do not hinge on its use in that game mode.raph123 wrote:stuff about fortress
Re: Dynamic explosion radius that is relational to cycle spe
Are you fricken serious? No way...Phytotron wrote:You know, there's more to Armagetron than fortress.
Well I'm pretty clueless on the programming of tron but that's what I was thinking. Or having the radius of explosion increase on the dead tail so it gradually disappears and only has an affect on that one wall....Don't know the behind the scenes stuff so I don't know what would be easier.Concord wrote:this is cool idea, and just in general too. It seems like a natural extension of the idea of finite walls
- Phytotron
- Formerly Oscilloscope
- Posts: 5041
- Joined: Thu Jun 09, 2005 10:06 pm
- Location: A site or situation, especially considered in regard to its surroundings.
- Contact:
Re: Dynamic explosion radius that is relational to cycle spe
In your compulsion to be an utterly typical, banal webkid smart-ass, you don't get it. Let me attempt to further make the point: Stop trying to hijack this into a thread ruminating about fortress.raph123 wrote:Are you fricken serious? No way...Phytotron wrote:You know, there's more to Armagetron than fortress.
EDIT: Meant to quote myself (see below) but accidentally edited this.
Last edited by Phytotron on Thu Feb 02, 2012 1:23 am, edited 2 times in total.
Re: Dynamic explosion radius that is relational to cycle spe
Listen phyto. I know you know everything there is to know about everything and that your word over powers everyone else's. All I'm doing here is relating it to a specific gametype that I play a lot of. That is really not a problem so go prove your point somewhere else and don't come in this topic as if I'm doing something wrong.
- Phytotron
- Formerly Oscilloscope
- Posts: 5041
- Joined: Thu Jun 09, 2005 10:06 pm
- Location: A site or situation, especially considered in regard to its surroundings.
- Contact:
Re: Dynamic explosion radius that is relational to cycle spe
raph123 wrote:Continuing compulsion to be an utterly typical, banal webkid smart-ass who doesn't get it.
EDIT: Don't to doesn't.
Last edited by Phytotron on Thu Feb 02, 2012 5:55 am, edited 1 time in total.
- INW
- Reverse Outside Corner Grinder
- Posts: 1950
- Joined: Tue Jul 07, 2009 4:10 pm
- Location: Charlotte, NC, USA
Re: Dynamic explosion radius that is relational to cycle spe
I like how you talked of fortress with this new feature raph. But I dislike how phyto hijacked the the thread.
Back to the actual topic and not whining about LMS getting no mention because of its low, almost zero, popularity.
Back to the actual topic and not whining about LMS getting no mention because of its low, almost zero, popularity.
Re: Dynamic explosion radius that is relational to cycle spe
You know what the actual topic was right?INW wrote:Back to the actual topic and not whining about LMS getting no mention because of its low, almost zero, popularity.
Maybe a mod could split this?