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Thread: Yoyorast V2 - So damn close!

  1. #11

    Re: Yoyorast V2 - So damn close!

    So what is exactly is the problem with SAPP? Same issues as before? Random connection errors still? Does anyone have a contact for Termy?

    Everyone on team Yoyorast: Thanks. Anxiously awaiting the release.
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  2. #12
    ... *uses Shield Rifle*
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    Re: Yoyorast V2 - So damn close!

    Quote Originally Posted by Inferno View Post
    I just did some testing in a server with yohan. All the bugs have been worked out and the map is 100% crash free. We have also cleared up a LOT of the framerate issues on low end computers.

    The last thing to do on yoyov2 is to get the new menu in place. We are hoping to add a new menu to the map that will popup as soon as you join the server and ask you to select Host or Non-Host. The Host option will obviously be disabled for Non-Host players in the same way that the "New Game" and "Restart Game" options are disabled on a standard menu. Sinow is working on this at the moment but if anyone else knows how to do it then that would be a great help!
    ok for the Pop up menu as soon as the game starts. you don't even need to have the Host /non Host menu to pop up for client and servers to give you options to control the server from within the game

    uhhhhhhh... its a basic script. made by i believe rec0 and kornman00...

    it checks the vehicle health comparing it with the number 0. as mp vehicles don't have health as such it will either return 0 or nil/neg1

    -1 means the vehicle dosn't exist. <0 means it exists


    if you do something like this. and forgive me my scripting is a little rusty after 2 years

    (global Boolean Isserver false) ;sets the global variable to false from the starting up of the server

    then
    (script startup isserver
    (if unitgethealth(warthog1)==0
    (set(Isserver, True)) :then part of the statement
    (set(Isserver, False))
    ) :else part of the statement. more on those later
    )

    then you just use the global variavle in a continuous script for all your controls providing that the Isserver global is true

    (script continuous serverstuff
    (if Isserver
    (server-iey things go here)
    )
    )


    well its something like that anyway. when i get back into it ill be alittle less rusty with it all XD.. so that just means you don't need to have 1 extra menu to tell the client that you are either a client or server


    oh!!! before i forget

    the reason you use a vehicle to return the health is because.
    vehicles only really exist on the servers. not on the clients
    if you do something like
    unitgethealth on a vehicle with the same name as something in sapien. on a server. it will return a number = to or greater than 0. depending on weather the vehicle has health or not.
    if you run that on a client it will return -1 because it dosn't exist on the client.
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  3. #13
    Untruely Bannable~ Inferno's Avatar
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    Re: Yoyorast V2 - So damn close!

    We did that. I won't work because vehicles don't spawn properly on race.

    edit-

    Explain this to me...

    Quote Originally Posted by HALOMAPS.ORG NOOBS
    --- Original message by: infernocide
    --- Original message by: Sam]
    --- Original message by: DEEhunter
    k
    This.

    How dare ANYBODY just create random threads for minuscule, almost useless information pertaining to something not everybody is exactly head over heels about. Hence me. This thread deserves nothing more than my cheap high school criticism. I've seen where assistance for this project has reached and frankly I'm not too excited about the project because of it. Yoyorast Island V2 better be the breaking edge of innovation, optimization, organization, creativity, intelligence, and so fourth, or so help me god I will get my posse and start stomping some French ass.
    Umad?
    Last edited by Inferno; September 8th, 2009 at 07:47 PM.
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  4. #14
    Taiko Drums = Win
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    Re: Yoyorast V2 - So damn close!

    LMFAO THATS THAT HALO CE GUY AHAHAHHAHAHAHAHAHA OH MY GOD I JUST SHIT MY PANTS LAUGHING HAHAHAHAHAHAHAHAHAHH BWHFHFHADFHHDFH
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  5. #15
    Untruely Bannable~ Inferno's Avatar
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    Re: Yoyorast V2 - So damn close!

    Quote Originally Posted by FRain View Post
    LMFAO THATS THAT HALO CE GUY AHAHAHHAHAHAHAHAHA OH MY GOD I JUST SHIT MY PANTS LAUGHING HAHAHAHAHAHAHAHAHAHH BWHFHFHADFHHDFH
    Quoting this before you edit it.
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  6. #16
    Junior Member L283023's Avatar
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    Re: Yoyorast V2 - So damn close!

    I already told Sinow the command that Bungie used to open the widgets for help dialog boxes in the campaign.

    display_scenario_help

    It's up to him to figure out how they got it to work though.
    However, if I have any free time tomorrow, I'll look into it.
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  7. #17
    Chris chrisk123999's Avatar
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    Re: Yoyorast V2 - So damn close!

    Stick a biped down. Have a script shoot the duplicate client biped on top. Clients biped will die, server biped won't. Since it's on the bottom.

    Should properly detect the host.
    Last edited by chrisk123999; September 8th, 2009 at 09:24 PM.
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  8. #18
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    Re: Yoyorast V2 - So damn close!

    Quote Originally Posted by chrisk123999 View Post
    Stick a biped down. Have a script shoot the duplicate client biped on top. Clients biped will die, server biped won't. Since it's on the bottom.

    Should properly detect the host.
    I'm going to set aside the fact that your sentences don't make much sense, for instance, "Stick a biped down". To my knowledge, there is no script function that will force a biped to shoot another biped. And even if there was, I don't understood how your idea would detect which person was host.
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  9. #19
    Chris chrisk123999's Avatar
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    Re: Yoyorast V2 - So damn close!

    When you place a biped on a MP map the client will get double bipeds. The server and the client one. When you kill the client one and you check it's health it will be 0 then turn to -1 after the body disappears. The client biped also shows up on top of server biped making it's head higher up. Now if you have a script activate an effect that shoots a sniper projectile at the client biped's head, it will kill that one, but not the server biped.

    Edit: Just tested it, you would have to kill the server biped and not the client biped and it would work.
    Last edited by chrisk123999; September 8th, 2009 at 09:44 PM.
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  10. #20
    Chris chrisk123999's Avatar
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    Re: Yoyorast V2 - So damn close!

    http://www.xfire.com/video/1353ff/

    Works perfect.

    When the client joins and the script on the client shoots nothing will happen since the client can't make a projectile because it's not the host.

    Script:
    Code:
    (global boolean is_host false)
    
    (script dormant host_check
    (begin
    (effect_new "chris\effects\sniped" shoot)
    (sleep 30)
    (if (<= (unit_get_health host_check) 0)
    (set is_host true)
    )
    )
    )
    Edit this to run on map startup.

    Place a flag like this:

    Make sure the shot hits the head of the bottom biped.
    Name it shoot (or something else if you changed the script).

    Use this effect: http://dl.getdropbox.com/u/1455347/H.../sniped.effect

    Basically, this works because the client can't kill it's own biped.
    Last edited by chrisk123999; September 8th, 2009 at 11:10 PM.
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