Dynamic explosion radius that is relational to cycle speed

What do you want to see in Armagetron soon? Any new feature ideas? Let's ponder these ground breaking ideas...
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Jip
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Dynamic explosion radius that is relational to cycle speed

Post by Jip »

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.
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sinewav
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Re: Dynamic explosion radius that is relational to cycle spe

Post by sinewav »

That's very cool man, I hope this gets picked up and used.
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raph
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Re: Dynamic explosion radius that is relational to cycle spe

Post by raph »

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.
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Jip
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Re: Dynamic explosion radius that is relational to cycle spe

Post by Jip »

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 :P
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raph
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Re: Dynamic explosion radius that is relational to cycle spe

Post by raph »

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?
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raph
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Re: Dynamic explosion radius that is relational to cycle spe

Post by raph »

I didn't even click submit twice and it submitted the same reply twice.
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Re: Dynamic explosion radius that is relational to cycle spe

Post by Concord »

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
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Jip
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Re: Dynamic explosion radius that is relational to cycle spe

Post by Jip »

Sometimes it seg faults when all players leave the server.
Any help on pointing me in the right way to debug that is appreciated.
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Phytotron
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Re: Dynamic explosion radius that is relational to cycle spe

Post by Phytotron »

raph123 wrote:stuff about fortress
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.
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raph
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Re: Dynamic explosion radius that is relational to cycle spe

Post by raph »

Phytotron wrote:You know, there's more to Armagetron than fortress.
Are you fricken serious? No way...
Concord wrote:this is cool idea, and just in general too. It seems like a natural extension of the idea of finite walls
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.
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Phytotron
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Re: Dynamic explosion radius that is relational to cycle spe

Post by Phytotron »

raph123 wrote:
Phytotron wrote:You know, there's more to Armagetron than fortress.
Are you fricken serious? No way...
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.



EDIT: Meant to quote myself (see below) but accidentally edited this. :roll:
Last edited by Phytotron on Thu Feb 02, 2012 1:23 am, edited 2 times in total.
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raph
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Re: Dynamic explosion radius that is relational to cycle spe

Post by raph »

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.
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Re: Dynamic explosion radius that is relational to cycle spe

Post by Phytotron »

raph123 wrote:Continuing compulsion to be an utterly typical, banal webkid smart-ass who doesn't get it.



EDIT: Don't to doesn't. :roll:
Last edited by Phytotron on Thu Feb 02, 2012 5:55 am, edited 1 time in total.
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Re: Dynamic explosion radius that is relational to cycle spe

Post by INW »

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.
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Jip
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Re: Dynamic explosion radius that is relational to cycle spe

Post by Jip »

INW wrote:Back to the actual topic and not whining about LMS getting no mention because of its low, almost zero, popularity.
You know what the actual topic was right?

Maybe a mod could split this?
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