Author: | {wf}shadowspawn <shadowspawn_at_shadowspawn_dot_net> | |
Date: | 1/3/2004 9:14:06 PM | |
Subject: | compass, revisited | |
the red flag base now plays a very important role. if it's not in the map (zoid-style) it'll be spawned at the world's extents (65535,65535,65535). it does a few things. 1. it spawns. 2. it scans for all flags to see if they are present. if they are, it broadcasts every 5 seconds the origins. 3. if the flags are not present (dropped, nonsolid) it broadcasts after scaning for them and finding them, then calms down to once every 5 seconds. 4. if the flags are not present and not dropped, it then scans each player for the flag. once it finds it, its thinking to once every 1 second +/- .1 random. 5. if noone has the flag, they are not solid, and not present in the game structure, it resets it. no CHANCE of a flag dissapearing. in ctf: if a player picks up the flag with the global event, a find for the ent is done and the new think time starts immediately. all calculations are now done on the client side based on predicted origins. i had to create some pretty nifty vector functions (ok, well i copied and redid them from old q2 monster code). you have the same compass commands, except they are engine side and set a client-side var. there is also a number 3 compass (there was originally compass 1/offense, compass 2/defense, just compass alone to cycle) that looks like this. i have the q2wf one being drawn at the same time. this isn't done, needs a better 'body' but you get the idea. http://www.shadowspawn.net/temp/compass2a.avi
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