Deadly explosions
Deadly explosions
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).
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).
- Lucifer
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Re: Deadly explosions
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?
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?
- nsh22
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Re: Deadly explosions
so this is fairly close to the self_destruct thing in sty?
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
Sounds nice to me. Consistent with what makes Armagetron Armagetron. I'd say merge it too.
Re: Deadly explosions
Yep. Merge.
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Re: Deadly explosions
inb4 this becomes worse than the holing issue in fort
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
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
Merge to 0.2.8? Only if we're going to be "backporting" features... IMO
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Re: Deadly explosions
How is this different from the zone explosion blast in sty+ct?
Re: Deadly explosions
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).
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).
The Halley's comet of Armagetron.
ps I'm not tokoyami
ps I'm not tokoyami
Re: Deadly explosions
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.
I did it on 0.2.8 because, … no idea. It's entirely server-side and requires no new client-side support.
I didn't do any work on that. It probably would be more than a minor change.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?
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Re: Deadly explosions
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).
Re: Deadly explosions
Wait, ALL of you agree? Without discussion or debate?
This is a sign of doomsday approaching, if anything.
This is a sign of doomsday approaching, if anything.
Re: Deadly explosions
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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Re: Deadly explosions
Only because there is the option to enable doesnt mean it will get used on every server. Its a cool idea.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.
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Re: Deadly explosions
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.