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engineers

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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Fri Jul 23, 2010 11:22 pm

Re: engineers

ZoombeR wrote:
watusimoto wrote:Those files aren't included; I can't post them in the repository because they aren't mine. There are instructions for how to get them yourself, though...


wait, what?

Compiling on a windows machine requires a set of files that go in the Win_Include_do_not_distribute folder. Watusimoto doesn't have a license to host and distribute those files.
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watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Sat Jul 24, 2010 1:46 pm

Re: engineers

Microsoft files required for compiling under Windows.
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ZoombeR

Posts: 1036

Joined: Fri Jun 04, 2010 11:56 pm

Post Sat Jul 24, 2010 4:48 pm

Re: engineers

ah, but not needed to compile under linux then. i guess it wont affect my work then.
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watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Sat Jul 24, 2010 9:31 pm

Re: engineers

Correct.
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Rick

Posts: 9

Joined: Wed Dec 15, 2010 4:22 pm

Post Wed Dec 15, 2010 4:46 pm

Re: engineers

The reason it was so cumbersome on my Zap! server was because of how I patched the server, there was no way to add new menu items and such to the client side end, so it had to go through the chat via commands.

It should certainly have a better implementation in Bitfighter if done correctly.
gibbed
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watusimoto

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Posts: 1558

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Location: Quartz's mom's house

Post Wed Dec 15, 2010 4:52 pm

Re: engineers

I'm open to any suggestions. Currently, as implemented, you'll enter the chat commands /engf or /engt to create a ff or turret. This is a tiny bit less janky than it sounds, as there is a special "command chat" mode that is activated when you press "/". But only a tiny bit.
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Rick

Posts: 9

Joined: Wed Dec 15, 2010 4:22 pm

Post Wed Dec 15, 2010 5:07 pm

Re: engineers

Given the original design was for it to be a selected module, ideally shooting would cause the held resource item to be created. Using the module would toggle between forcefield and turret placement.
gibbed
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watusimoto

Site Admin

Posts: 1558

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Location: Quartz's mom's house

Post Wed Dec 15, 2010 5:11 pm

Re: engineers

I like the idea of activating the module to use it -- perhaps repeatedly applying the module without moving would toggle between ff and turret. Once you moved, your choice would be finalized.
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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Wed Dec 15, 2010 5:28 pm

Re: engineers

watusimoto wrote:I like the idea of activating the module to use it -- perhaps repeatedly applying the module without moving would toggle between ff and turret. Once you moved, your choice would be finalized.

Or you could map Module 1 and Module 2 to forcefield and turret once a resource item is collected and mountable.
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Rick

Posts: 9

Joined: Wed Dec 15, 2010 4:22 pm

Post Wed Dec 15, 2010 5:29 pm

Re: engineers

ZoombeR brought this up on his server (I had forgotten all about this), but in my patch to enable engineer mode, I also patched ForceFieldProjector::onEnabled() to change if(findObjectLOS(BarrierType, 0, start, end, t, n)) to if(findObjectLOS(BarrierType | ForceFieldType, 0, start, end, t, n)) to make it so forcefields cannot overlap.

This may be something you want to enable when engineering is active, either through a server option or level-specific setting (or scripting).
gibbed
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watusimoto

Site Admin

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Location: Quartz's mom's house

Post Wed Dec 15, 2010 5:43 pm

Re: engineers

Yes, that's a good idea.
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watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Thu Dec 16, 2010 2:41 am

Re: engineers

It sounded so easy... It's done, but it was a tad bit more than one line of code!
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ZoombeR

Posts: 1036

Joined: Fri Jun 04, 2010 11:56 pm

Post Thu Dec 16, 2010 8:45 am

Re: engineers

if we continue to use /engf and /engt, why not change those to /bt and /bf. If you do a search in the zap folder, you'l find they keyword there. I think its in EngineeredObject or UiGame, and down near the bottom, the keys required for the input command are shown.
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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Tue Feb 07, 2012 11:31 am

Re: engineers

Wow. Yes. Old. Done.
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