Profile
Register Calendar
Memberlist FAQ
Search Home
|
Zelgadis
MinotaurReaper
Registered: Mar 2001
Location: Berlin, WI
Posts: 2447 |
i post here in private discussion so i will only get competent answers
how exactly does this 200 item limit work? ive heard it could be the shopindex arraw only holds 200 things and ive heard that tribes can only take 200 item data structures. and why do peopel say we are so close to the limit if we are at shpindex # 133 justice staff.....if it is in the shopindex array i will begin coding to bypass the problem however if it is in the tribes data structures.....i could well be screwed. heehehe.
and ive been trying to figure this one out for the longest time. what does floor() do? it looks like something between round() and cap().
thanks.
Report this post to a moderator | IP: Logged
|
04-27-2001 03:30 AM |
|
|
| |
|
Zelgadis
MinotaurReaper
Registered: Mar 2001
Location: Berlin, WI
Posts: 2447 |
someone............please........... i want to know how the item cap works so i can try to beat it! nad floor.....pleze !
Report this post to a moderator | IP: Logged
|
04-27-2001 09:51 PM |
|
|
| |
|
Galadriel
Elven Queen
Registered: Mar 2001
Location: Lothlorien
Posts: 724 |
we arent at 133, armor take up 2 slots each
but anyways, from what i hear anything past 200 item datas, either doesnt work at all, or behaves strangely
Report this post to a moderator | IP: Logged
|
04-28-2001 04:13 PM |
|
|
| |
|
DeathMerchant
UberSloth
Registered: Mar 2001
Location: Minnesota
Posts: 4229 |
Depending on how they made Tribes, we might not be able to change the cap without a decompiler.
__________________
TRPG: Binkers and Newbies, remort 19, level 74 Guardian. Only 8027000 exp till remort 100! Gear:twin f14 courier spacecrafts, everything you could possibly want, except badges. Will pay 1.5 mil for exp badge.Middle Earth, level 5 Admin.
Mystic Demon RPG, level 4 Admin.
Report this post to a moderator | IP: Logged
|
04-28-2001 05:03 PM |
|
|
| |
|
~SadFriend~
Emerald Archer
Registered: Mar 2001
Location: Ji & PoG's RPG
Posts: 615 |
It is not possible to exceed the 200 items limit without causing major malfunctions within Tribes.
Report this post to a moderator | IP: Logged
|
04-28-2001 11:00 PM |
|
|
| |
|
Zelgadis
MinotaurReaper
Registered: Mar 2001
Location: Berlin, WI
Posts: 2447 |
gala thanks for hte tip, i had forgotten the "item0" and "item" stuff.
and um, thanks for the help guys but does anyone konw why?
if it is the maximum itemimages or what?
if it is the maximum "item" class of data that can be stored? if so i can use ammunition data type and port that since it isnt being used whatsoever in trpg.
if it is the maximum memory tribes can acces? that doesnt really make sense or multiple bots and all items would crash things. and all these huge spell index and variable trees.
Report this post to a moderator | IP: Logged
|
04-29-2001 01:59 AM |
|
|
| |
|
JeremyIrons
Tribes RPG Creator
Registered: Mar 2001
Location: Ottawa, ON, Canada
Posts: 615 |
Using ammodata's is an interesting idea... very clever, might work
floor strips the decimal from the number
example:
floor(1) = 1
floor(1.1) = 1
floor(1.3) = 1
floor(1.5) = 1
floor(1.9) = 1
floor(1.9999999) = 1
floor(2) = 2
round rounds it up or down. up if it's .5 or above, down if under .5 (i had to write this function, same in T2...)
Cap is my creation, and i dont even think there's such a function anywhere else...
Cap(n, lower, upper)
makes sure n isn't smaller than 'lower' and doesn't exceed 'upper'. Use "inf" as infinite.
Example: let's say I want a number to never go under 1, but it can go as high as it wants:
newnumber = Cap(number, 1, "inf");
Report this post to a moderator | IP: Logged
|
04-29-2001 05:30 AM |
|
|
| |
|
Vectrex
Quest Master
Registered: Mar 2001
Location: Basement
Posts: 659 |
round(x) is just floor(x + 0.5)
__________________
Report this post to a moderator | IP: Logged
|
04-29-2001 05:42 AM |
|
|
| |
|
Zelgadis
MinotaurReaper
Registered: Mar 2001
Location: Berlin, WI
Posts: 2447 |
thanks!! floor was soooo confusing i couldnt tell if it was rounding or what.....
ji ammodata is one of a bunch of ideas ive tried that i think you should look into most of my code is just changes or spells or,,, well.... things that arent really compatible with your original game but a few ideas i think should really be tried.
look here:
$BotcastList[1] = "heal";
$BotcastList[2] = "icestorm";
$BotcastList[3] = "icespike";
$BotcastList[4] = "firebomb";
$BotcastList[5] = "thorn";
$BotcastList[6] = "fireball";
$BotcastList[7] = "cloud";
$BotcastList[8] = "powercloud";
$BotcastList[9] = "melt";
$BotcastList[10] = "beam";
$BotcastList[11] = "dimensionrift";
$BotcastList[12] = "hellstorm";
$BotcastList[13] = "ironfist";
function GetBestSpell(%clientId, %type, %semiRandomSpell)
{
%bestSpell = "thorn";
for(%i = 1; $BotcastList[%i] != ""; %i++)
{ if(SkillCanUse(%clientId, $BotcastList[%i]))
if((getRandom() * 100) > 93)
%bestSpell = $BotcastList[%i];
}
setMANA(%clientid, 1000);
return $Spell::index[%bestSpell];
}
agreed the bot isnt as smart, but has anyone called their spell choice smart to begin with? now you wont have reapers casting thorn forever after ten minutes... i had to change a few things elsewhere in code to allow a bot to cast heal on itself but you can take that out if youd like.
the key here is a gigantic lag reduction
%semirandomspell argument is still passed to keep it compatible
and the mana is refreshed because i dont really give a damn if a bot runs out of mana.
like the idea??
i can search through my stuff for other ideas if youd like.
Report this post to a moderator | IP: Logged
|
05-01-2001 11:13 PM |
|
|
| |
|
Zelgadis
MinotaurReaper
Registered: Mar 2001
Location: Berlin, WI
Posts: 2447 |
im anxious to see replies.
i know it is very newbie of me to bump a thread up like 5 lines but ...im sorry.
Report this post to a moderator | IP: Logged
|
05-02-2001 10:08 PM |
|
|
| |
|
JeremyIrons
Tribes RPG Creator
Registered: Mar 2001
Location: Ottawa, ON, Canada
Posts: 615 |
GetBestSpell already works fine
A bot only starts casting thorn cause it ran out of mana
As for healing, the code is already there in the CastingBlade:nFire, but commented out to save on cpu
Report this post to a moderator | IP: Logged
|
05-02-2001 11:42 PM |
|
|
| |
|
Zelgadis
MinotaurReaper
Registered: Mar 2001
Location: Berlin, WI
Posts: 2447 |
then where is the mage bot lag? ive seen three warlocks lock up a server if they are all goin nuts with fireballs and all that calculation
orc's little head:
(should i transport?)
(it is slow...)
(and costs a lot)
(should i fireball?)
(it is fast)
(and cheap)
(should i dimensionrift?)
(it is slow...)
(and costs a lot)
(but hurts a lot)
(fireball it is then!)
the poor goblin wizard has to contemplate every single spell when he knows he will never cast massfullheal!!!
then where is the mage bot lag? ive done all sorts of coding for middle earth and im trying to be useful to the rest of t1rpg :P
Report this post to a moderator | IP: Logged
|
05-02-2001 11:51 PM |
|
|
| |
|
All times are GMT. The time now is 03:44 PM. |
|
|
|
|
|
| |
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
< Contact Us - Tribes RPG
>
Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.
Anything posted on these forums or privately messaged to any dev team member (including email) becomes property of the Tribes RPG team.
|