Ticket #36 (closed enhancement: fixed)

Opened 2 years ago

Last modified 2 years ago

Hot spot *prize module

Reported by: witness Assigned to: dugwyler
Priority: lowest Component: Bots - Other
Version: Latest version from repository Severity: minor
Keywords: Cc:

Description

Basically 1 or 2 hotspots on the map for EACH *prize.

What im trying to do with it.


Okay fairly big map. You start out with no weapons in center. You wonder around the map picking up guns,bombs,repels,bursts,thors,bricks,multifire. I need the bot to recongnize a spot so when the players touch that spot they are award a prize that is set to that tile. (Not a different prize each time either- The same prize for that spot). Basically a Halo Arena style event. Basically instead of *warpto like in hotspot module now, its *prize.

I Tried 4 the Easiest way to explain it.(heh)

Timetable


Um well i havent even started Gfx,shipset or Map yet. More or less dont work on this unless you got the extra time(Ha!). But yeah, the module would be 70% of the work.

Attachments

Change History

(follow-up: ↓ 2 ) 03/20/07 14:13:56 changed by dugwyler

  • owner set to dugwyler.
  • priority set to lowest.
  • status changed from new to assigned.
  • type changed from defect to enhancement.

I have an implementation for this completed.

In order for it not to fry the bot, the hotspot has to either warp the player or have a delay between prizes — else it would prize the player far too much. The delay would require storing information about each player who comes through, or alternately, using a universal delay for each (yet still keeping track of a lot of delays on each, general or otherwise).

Since the hotspot module already has a lot of overhead on it, what with sending constant position packets so that the bot can pick up player locations (don't you love clientside?) my implementation elects for warping. (Could just warp them a few tiles away.)

I noticed Demistify is working on a DB-accessible version of this module, though, so I haven't submitted the changes, as mine are probably far more trivial than his will be.

(in reply to: ↑ 1 ) 03/24/07 00:28:02 changed by anonymous

Replying to dugwyler:

I have an implementation for this completed. In order for it not to fry the bot, the hotspot has to either warp the player or have a delay between prizes — else it would prize the player far too much. The delay would require storing information about each player who comes through, or alternately, using a universal delay for each (yet still keeping track of a lot of delays on each, general or otherwise). Since the hotspot module already has a lot of overhead on it, what with sending constant position packets so that the bot can pick up player locations (don't you love clientside?) my implementation elects for warping. (Could just warp them a few tiles away.) I noticed Demistify is working on a DB-accessible version of this module, though, so I haven't submitted the changes, as mine are probably far more trivial than his will be.

Take your time sounds like it will work great. The warp is just fine, that will act as a notification that the player got the weapon. Which is easier then my other thought of making the bot also do a *bong sound when he recieves the prize. I still have tons to do on the map so no rush.

05/24/07 16:21:52 changed by dugwyler

  • status changed from assigned to closed.
  • resolution set to fixed.

05/24/07 16:22:36 changed by dugwyler

Done. Should be available on ElfBot. Let me know if something doesn't work properly.

05/28/07 13:05:35 changed by witnss

Ahhh didnt even know it was done ;D thx for the hard work u put in dug. now to finish the arena. thx again.


Add/Change #36 (Hot spot *prize module)




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