Soldat Fans > Developers Corner
1.6.9b1 Beta testing!
TheOne:
I haven't coded in some time, but if I recall correctly, the first OnWeaponChange call after the respawn would be (PrimaryID, Fists), then immediately a second call with (PrimaryID, SecondaryID) followed. We're using "Weapon-Spawnshields" in our scripts that prevent players from taking weapons they're not supposed to take (in case SetWeaponActive-update was not successfully received, the player could still pick it). That's why it's a problem, if the secondary weapon ID is of a weapon he's not allowed to take.
On a further test, #60 appears to be fixed - Good Job!
Fixed ForceWeapon falsifies GetPlayerStat(Ammo) #310
Not sure anymore about #61
61- Fixed SpawnObject function had swapped knife and saw
just tested, ID 12 spawns a Chainsaw, 13 a Combat knife - according to the wiki it should be the other way round, but is it up-to-date? I forgot which ID was supposed to be which before the last version
homerofgods:
17- Fixed survival mode dead body outside map respawn bug
Fixed.
16- Fixed survival mode respawning if out of map after round end results in a never ending round
Not fixed. Attatching demo.
In the demo you see the bots that die by falling down to suicide comes to life after the round ends. They are automatically killed after their spawn protection ends (Sometimes they are not automatically killed.)
[EDIT] See my latest post
Also, the player left count will repeat itself when a player suicides:
Also stationary guns spawning at player spawns, while in the demo you see them as parachutes. You can even hear me picking up a stationery gun @13:44 in the demo. I was able to shoot it even though you don't see any of that in the demo.
@13:12 another parachute spawning, but all I saw was a stationary gun wich I was unable to shoot.
[edit] I am not able to reproduce the stationary gun and other random stuff now, I bet something was wrong after some previous stresstests.
ExHunter:
--- Quote from: TheOne on May 05, 2015, 05:30:28 pm ---I haven't coded in some time, but if I recall correctly, the first OnWeaponChange call after the respawn would be (PrimaryID, Fists), then immediately a second call with (PrimaryID, SecondaryID) followed. We're using "Weapon-Spawnshields" in our scripts that prevent players from taking weapons they're not supposed to take (in case SetWeaponActive-update was not successfully received, the player could still pick it). That's why it's a problem, if the secondary weapon ID is of a weapon he's not allowed to take.
--- End quote ---
I will look into that.
--- Quote from: TheOne on May 05, 2015, 05:30:28 pm ---Not sure anymore about #61
61- Fixed SpawnObject function had swapped knife and saw
just tested, ID 12 spawns a Chainsaw, 13 a Combat knife - according to the wiki it should be the other way round, but is it up-to-date? I forgot which ID was supposed to be which before the last version
--- End quote ---
There was somewhere, somewhen a discussion, that saw and knife is now swapped, so we swapped it again back (for old scripts compatibility)... So anybody does know what is right now?
Savage:
Hi, I was testing MouseAim and i think it's working bad...
When I'm moving around, X and Y positions of the mouse are updating fine with precision to 1unit (btw TickThreshold is set to 1).
When I'm staying and moving cursor , X and Y positions of mouse are updating with precision 40-60units...
Just look at this gif: http://gfycat.com/RipeMistyCrownofthornsstarfish
I used sine and cosine to aim the cursor
Check it at ur own:
--- Code: ---procedure Clock(Ticks: Integer);
var
i:byte;
begin
for i := 1 to 32 do begin
Players[i].BigText(2,'X:'+IntToStr(Players[i].MouseAimX),200,$FFFFFF,0.20,300,250);
Players[i].BigText(3,'Y:'+IntToStr(Players[i].MouseAimY),200,$FFFFFF,0.20,300,300);
end;
end;
begin
Game.TickThreshold:=1;
Game.OnClockTick:=@Clock;
end.
--- End code ---
ExHunter:
It is exactly working as it is supposed to be.
Server receives information of clients only, when it is game-relevant .
I don't think I will be able to alter that behaviour for 1.6.9, because this would require me messing around with some parts, that needs quite an amount of time to figure out how it works.
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