Deadly explosions

What do you want to see in Armagetron soon? Any new feature ideas? Let's ponder these ground breaking ideas...
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dlh
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Deadly explosions

Post by dlh »

http://code.launchpad.net/~dlh/armagetr ... explosions

When the DEADLY_EXPLOSIONS setting is enabled, cycles in the blast radius of an explosion will be killed.

I'm not sure if it's a good addition to the game, so feel free to test it. Otherwise I probably won't merge it (even to trunk).

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Lucifer
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Re: Deadly explosions

Post by Lucifer »

Merge it, that's cool. :)

Can you make it so that the blast radius is dependent on the cycle's speed when it hits? Or did you do that already?
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nsh22
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Re: Deadly explosions

Post by nsh22 »

so this is fairly close to the self_destruct thing in sty?
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Tank Program
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Re: Deadly explosions

Post by Tank Program »

Sounds nice to me. Consistent with what makes Armagetron Armagetron. I'd say merge it too.
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Re: Deadly explosions

Post by Z-Man »

Yep. Merge.

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nsh22
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Re: Deadly explosions

Post by nsh22 »

inb4 this becomes worse than the holing issue in fort :P
Lucifer wrote:I think you got the wrong thread, this thread is the one where we're debating banning sinewav and dubStep until they have a threesome with dubbie's mother.

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Re: Deadly explosions

Post by Luke-Jr »

Why is this even based on 0.2.8? Merge to trunk seems obvious.

Merge to 0.2.8? Only if we're going to be "backporting" features... IMO

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dukevin
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Re: Deadly explosions

Post by dukevin »

How is this different from the zone explosion blast in sty+ct?
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Re: Deadly explosions

Post by syllabear »

Its hardly different.

The one in sty+ct has a zone that expands/shrinks after someone dies, whereas this just takes everyone who is in the area and kills them (so it is arguably less controllable than the sty+ct one).
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dlh
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Re: Deadly explosions

Post by dlh »

Conceptually it's the same, but in sty it's a death zone hack. I wasn't aware of the similar sty feature.

I did it on 0.2.8 because, … no idea. It's entirely server-side and requires no new client-side support.

Lucifer wrote:Can you make it so that the blast radius is dependent on the cycle's speed when it hits? Or did you do that already?
I didn't do any work on that. It probably would be more than a minor change.

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Re: Deadly explosions

Post by Phytotron »

The difference, if I properly get the gist, is that this doesn't involve any silly, superfluous zones. It's based totally on the EXPLOSION_RADIUS, yeah? This is an example of the sort of thing I can support (for all your people who absurdly try to tag me as resistant to any change to the game, contrary to evidence and record).

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Titanoboa
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Re: Deadly explosions

Post by Titanoboa »

Wait, ALL of you agree? Without discussion or debate?

This is a sign of doomsday approaching, if anything.

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Re: Deadly explosions

Post by Misery »

It SOUNDS cool, but it will totally change the way the game is played. I'm not too sure it will be a good thing. Guess I'll have to see for myself before I knock it. :?
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Jip
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Re: Deadly explosions

Post by Jip »

Misery wrote:It SOUNDS cool, but it will totally change the way the game is played. I'm not too sure it will be a good thing. Guess I'll have to see for myself before I knock it. :?
Only because there is the option to enable doesnt mean it will get used on every server. Its a cool idea.

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Re: Deadly explosions

Post by INW »

This will prevent those times where you hug the other tronner but he/she has more rubber used than you so he/she dies and you get away through the explosion. Me gusta.

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