From: SourceForge.net <no...@so...> - 2003-12-09 04:44:25
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Patches item #847045, was opened at 2003-11-21 22:20 Message generated for change (Settings changed) made by trepan You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=303248&aid=847045&group_id=3248 Category: None Group: None >Status: Closed Resolution: None Priority: 5 Submitted By: Dave Rodgers (trepan) Assigned to: Nobody/Anonymous (nobody) Summary: World Weapons Timing (Part II) Initial Comment: I tried the modified world weapons code that scaled the waitTime by 0.1 if someone was connected, and there are two problems. 1. Because the shots might queue faster then we are updating when there are no players, the timing relative to two different weapons can get screwed up. I put in a do/while loop to eat up shots that should have fired. 2. When you haven't actually joined the game, the shot patterns don't work (look stupid). For this, I wrote the WorldWeapons::nextShotTime() routine to contribute to waitTime like the rest of the dependents. When I put the do/while loop in, I also realized that I had to make sure that the delays actually contribute to w->nextTime or there'd be an infinite loop, so I check the delays against 0.1f in CustomWorld.cxx. Once I realized you could have a 'delay' parameter with no valid delays, I added the one-shot functionality in WorldWeapons.cxx. WIthout any valid delays, the weapon only fires once, at initdelay. I'm also attaching an example map of the kind a synchronized weapons timing that I'm trying to achieve. It's an extreme example, but useful for testing. Later, trepan. P.S. I also added a no-spoof-server-name patch in here. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=303248&aid=847045&group_id=3248 |