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Twister
ZombieThrasher
Registered: Jul 2001
Location:
Posts: 503 |
ppl complain about lag all the time and complain even more when they die and blame it on lag.. but silver is cool and prolly wont do it again and yet you still flame on..
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08-05-2001 08:05 PM |
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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
Wow!
Sorry for reviving this thread...
I'm split...on one hand, I like killing gohorts, yet Silvers lag explanation is perfectly logical. If it was me, I'd just go back and kill more sloths.
Now, more importantly, about the casting blade, it considers all spells... This means, a wizard considers casting drift, or so I've heard... It makes the call based on a random number, casting time, damage, etc, and makes a decision. It does this each time the casting blade swings, regardless of whether the recovery time has passed. If we could somehow recode it(dunno how, but it's an idea) to cast a random spell once the recov time for a previous spell is completed, that would get rid of most lag....
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08-05-2001 08:22 PM |
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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
hmmm...I probably made a mistake....oh wait, I haven't actually looked at the casting blade in ages. It's probably changed during one of those versions....
I wonder, could you simply make it a random cast?
Random number(if higher than spell bot can cast, --random number, check again)
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08-05-2001 09:46 PM |
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Twister
ZombieThrasher
Registered: Jul 2001
Location:
Posts: 503 |
nah.. i looked over the code and casting blade picks a spell from random with this line of code. %index = GetBestSpell(%clientId, 1, True);... then it goes through abit about AI and stuff then comes to this witch casts the spell remoteSay(%clientId, 0, "#cast " @ $Spell::keyword[%index]);.. the spell is determend by the %index... but #cast or #spell goes through some checks before starting the whole spell process... it checks for if you are currently casting, or recovering, or sleeping or dead.. now all of those have to return true before the whole casting process begins by going through all the spells like you so pointed out.. so in fact it seems you are wrong DM in this case..
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08-05-2001 09:50 PM |
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Twister
ZombieThrasher
Registered: Jul 2001
Location:
Posts: 503 |
but we can prolly greatly reduce lag if we took out the, you tried to hit blah but missed!
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08-05-2001 09:54 PM |
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Twister
ZombieThrasher
Registered: Jul 2001
Location:
Posts: 503 |
also maybe if we added in that delete the bots that are in zones where no one is around
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08-05-2001 09:56 PM |
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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
quote: Originally posted by Twister
%index = GetBestSpell(%clientId, 1, True);... then it goes through abit about AI and stuff then comes to this witch casts the spell remoteSay(%clientId, 0, "#cast " @ $Spell::keyword[%index]);.. the spell is determend by the %index... but #cast or #spell goes through some checks before starting the whole spell process... it checks for if you are currently casting, or recovering, or sleeping or dead..
Want to post the whole thing? I'll see if I can hack some crap out. Odds are though, that the bots'll act somewhat differently after I get done. One thing you'll notice from the current casting blade is that it will almost never cast beam...
I want to make it strictly random, so that a bot will randomly cast any spell he is able to... This means a gohort has an equal chance of casting thorn, beam, rift, or whatever... should add some uncertainty.
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08-05-2001 10:24 PM |
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SolarRPG
MinotaurReaper
Registered: Mar 2001
Location:
Posts: 3009 |
quote: Originally posted by Twister
also maybe if we added in that delete the bots that are in zones where no one is around
Its an option in RPGServ
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Solar
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08-05-2001 10:25 PM |
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Twister
ZombieThrasher
Registered: Jul 2001
Location:
Posts: 503 |
umm solar.. that option is to not spawn bots when ppl arnt in the zones.. not delete them..
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08-05-2001 10:41 PM |
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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
Twisters right...and B & N has it checked, arenas off, etc. all the things that could cause lag are set to "lag-free".
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08-05-2001 10:53 PM |
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Twister
ZombieThrasher
Registered: Jul 2001
Location:
Posts: 503 |
well all things that are there to check are checked for lag free.. but we could always create more options to reduce lag.. just have to figure out what..
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08-05-2001 11:03 PM |
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SolarRPG
MinotaurReaper
Registered: Mar 2001
Location:
Posts: 3009 |
Well youd have to make sure they dont drop packs then everyone would keep going in and out of zones getting Dscales etc...
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Solar
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08-06-2001 01:55 AM |
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Twister
ZombieThrasher
Registered: Jul 2001
Location:
Posts: 503 |
then you would have the problem someone dying by a bot and bot takes there stuff... and dies with it..
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08-06-2001 02:03 AM |
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Newbie
ZombieMauler
Registered: Mar 2001
Location: South Dakota
Posts: 456 |
My Lord... WTF ppl, like Cloud said Silverhorse is admin, if he chose to close off the Gohorts for ANY reason that should be good enough for you, expecially when he gave a time frame as to when it would be open again.. On the other note of this thread, LAG it's there and it will be a part of the server for a while only about a week left till I am (hopefully) able to host the server again but I'm not sure what differences there will be with it in this area, the substation may be farther away than at my last place, but when I get the server up and running here again you can be sure that I'll be taking every step to get the server back in as close to lag free as possible, at least to the point of where it was before the move so hold on for a lil while longer and we'll see what comes up, untill then stay cool
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08-06-2001 05:05 AM |
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Twister
ZombieThrasher
Registered: Jul 2001
Location:
Posts: 503 |
hate to break out again but me and silver found faults in both of us already and made up... but anyhow it lags now, always been that way and dun know how your gunna change it =/ unless you upgrade alot =p...
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08-06-2001 06:22 AM |
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SolarRPG
MinotaurReaper
Registered: Mar 2001
Location:
Posts: 3009 |
If youre far away from the CO Newbie uploads are going to suck =/ Hopefully youll get decent ones though. If not, and Apache is unable to keep the server up, I would be glad to host it dedicated, as it is on a seperate machine I use solely as a server.
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Solar
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08-06-2001 06:45 AM |
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Deus_ex_Machina
God from Machine
Registered: Mar 2001
Location: Fort Walton Bch Florida
Posts: 1505 |
Try this function.... just backup the old function
Find this in weapons.cs
function CastingBladeImage::onFire( %player, %slot )
{
%clientId = Player::getClient(%player);
if(%clientId == "")
%clientId = 0;
if(fetchData(%ClientId, "SpellCastStep") == 1) {
if(OddsAre(3))
MeleeAttack(%player, GetRange(Hatchet), CastingBlade);
return;
}
if(fetchData(%TrueClientId, "SpellCastStep") == 2) {
if(OddsAre(3))
MeleeAttack(%player, GetRange(Hatchet), CastingBlade);
return;
}
%index = GetBestSpell(%clientId, 1, True);
%length = $Spell::LOSrange[%index]-1;
$los::object = "";
if(GameBase::getLOSinfo( %player, %length ) && %index != -1)
{
%obj = getObjectType($los::object);
if(%obj == "Player")
{
if(Player::isAiControlled( %clientId ))
{
AI::newDirectiveRemove( fetchData(%clientId, "BotInfoAiName"), 99);
}
remoteSay(%clientId, 0, "#cast " @ $Spell::keyword[%index]);
%hasCast = True;
}
}
if(!%hasCast)
{
if(OddsAre(3))
MeleeAttack(%player, GetRange(Hatchet), CastingBlade); //mimic the hatchet range
}
%hasCast = "";
}
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08-06-2001 05:01 PM |
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Internet
MinotaurGoliath
Registered: Jul 2001
Location: Binker and Newbie's RPG
Posts: 1374 |
if your going to make it so bots are deleted when a player leaves a zone set a time limit to it so like 30 minues after a player leaves a zone all bots in the zone are deleted or somethin like that. that would prevent ppl from just running away from strong bots to get them killed or just doing that to grab their pack.
just my ideas...
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Character Status
Server: Binker and Newbie's RPG
Name: Internet
Class: Ranger
RL: 22
Level: 91
Cash: 5.2 million
Storage: Enough stuff to equip an army... Also interested in buying keldrinite for good prices (I will outbid almost anyone.)
Last Updated: 10/28/01
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08-06-2001 06:41 PM |
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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
Um, I see problem... you are happily soloing in uber at 4 am as a newly remorted lowbie. You hop around the corner to trap a sloth, and come face to face with a loose gohort...BAM
You respawn, and realize that, since the zone is empty, all bots inside have been deleted. Unfortunately, one of the Ubers appears to have taken our pack with him...a kill would be better.
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08-06-2001 06:54 PM |
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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
yeah, but if the bot is #kill'ed instead of #delbot'ed, he drops a pack....
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08-07-2001 02:49 PM |
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Twister
ZombieThrasher
Registered: Jul 2001
Location:
Posts: 503 |
well #1 bots dont have admin powers so no #kill or #delbot is gunna happen...
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08-07-2001 04:06 PM |
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DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
Im assuming that an admin would set this script up...
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08-07-2001 04:07 PM |
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Twister
ZombieThrasher
Registered: Jul 2001
Location:
Posts: 503 |
script??? for the admin?? well then how is the admin gunna figure out the bots name client side...
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08-07-2001 04:09 PM |
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