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Thread: WCS Investigation

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  1. Default

    Here it is at last! The pushto code that used to be used for things like moving spiderman this is taken from the python version:
    Code:
    def pushto(userid, coord, force):
        if isinstance(coord, str):
            coord = coord.split(',')
    
        if hasattr(coord, '__iter__'):
            if not isinstance(coord, Vector):
                coord = Vector(coord)
    
        if str(userid).startswith('#'):
            userid = getUseridList(userid)
    
        elif not hasattr(userid, '__iter__'):
            userid = (userid, )
    
        for user in userid:
            if es.exists('userid', user):
                loca = Vector(es.getplayerlocation(user))
                coord -= loca
                coord = coord * float(force)
    
                es.setplayerprop(user, 'CBasePlayer.localdata.m_vecBaseVelocity', str(coord))
    Here is our code for comparison:
    Code:
    new ult_level = War3_GetSkillLevel( client, thisRaceID, ULT_WEB );
            new Float:startpos[3];
            new Float:endpos[3];
            new Float:localvector[3];
            new Float:velocity[3];
            
            GetClientAbsOrigin( client, startpos );
            War3_GetAimEndPoint( client, endpos );
            
            if(enemyImmunityNotInRange(client, endpos))
            {
                localvector[0] = endpos[0] - startpos[0];
                localvector[1] = endpos[1] - startpos[1];
                localvector[2] = endpos[2] - startpos[2];
                
                velocity[0] = localvector[0] * PushForce[ult_level];
                velocity[1] = localvector[1] * PushForce[ult_level];
                velocity[2] = localvector[2] * PushForce[ult_level];
                
                SetEntDataVector( client, m_vecBaseVelocity, velocity, true );
                
                TE_SetupBeamPoints( startpos, endpos, BeamSprite, BeamSprite, 0, 0, 1.0, 1.0, 1.0, 0, 0.0, { 200, 200, 200, 255 }, 0 );
                TE_SendToAll();
            }
            else
            {
                W3MsgEnemyHasImmunity(client);
            }
    You will notice that the code is exactly the same however I have a theory. The theory is that we actually need to multiply all forces by .25 to do the OB conversion. This is why spiderman and the others seem so much more powerful. As you see what we are doing here is EXACTLY the same as how long jump works exact that we also change the Z axis data. So if after the OB update we need to mult the pre ob force values by .25 then logically we need to do this for all force values that ever modify m_vecBaseVelocity. Races will be updated to take into account these changes.
    Last edited by ZERO; 06-26-2012 at 11:54 PM.



  2. Default

    Quote Originally Posted by zero View Post
    you will notice that the code is exactly the same however i have a theory. The theory is that we actually need to multiply all forces by .25 to do the ob conversion. This is why spiderman and the others seem so much more powerful.

    thank you!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!

    +1
    Quote Originally Posted by OMGBEARS
    I feel it is important for me to let you know how feeble your efforts to strike such feelings inside of me really are. I have the internal fortitude of a large animal, an elephant, for instance. Likewise, I'm the result of coitus between the devil and a pack mule made out of chainsaws, so I am extremely strong, and carry little care for others in this world. Trees also stand aside due to my chainsaw blood.
    Quote Originally Posted by ๖ReS View Post
    How am I supposed to tell you to fuck off without replying ?

  3. Default

    Holy hell that was a mess...yeah i think the beginning round timer should be re instituted so no bs like crypt scarabs the 1st second into a round. Also as to the shotgun part were you saying that they alrdy updated it? bc if not..it should be re instituted as well.

  4. Arrow

    I think I undersand how that 10sec cvar actually works. I bet that all the races that have no cooldown on spawn in their code default to that and the ones that do have a cooldown on spawn in their code overrise this 10sec +freezetime value and use their own.

    Therefore all races that currently do not have a cooldown on spawn need to have one added.

    Maynard does this sound correct?



  5. Default

    For the XP loss for resetting skills, first, could we have a confirmation choice, so if we do the wrong command on the wcsmenu we don't lose XP for accidents?

    Second, if we have it flat "next X kills" it's going to be more painful to lower leveled players than higher, since they get more XP per kill, on average. Perhaps something like "Next X kills, where X is your level". One problem I see no matter what you do, is going to be the storing of this information. If they switch race, you're either going to be letting them lose XP from another race, or have to store those variables somewhere. Dealing with crashes, disconnects, and just map changes, there is the ability of a lot of these things needing to be stored. Not sure if this will be enough to make a difference, but throwing this out there anyway.

  6. Default

    crpyt lord should be able to use it's ultimate as soon as the round starts as that's how it's always been on the sever. even back in the day before the major crash/update, it was able 2 use it the second the round starts, and granted it has like a 30 second cool down, randomly picks a target and hits them for only 25 damage, it's not really a big deal as the damage is low, and the target is random.

    any race that can do it's ultimate right away should be left as is as it's always been that way, unless recently something glitches that I'm unaware of?... the races that can use their ultimate right away have ultimates that don't do direct target damage, or damage at all (vega, molecule etc.)
    Last edited by maynard; 06-27-2012 at 06:15 PM.

    Maynard - The WCS Guy

  7. Default

    So if the left hand glitch was due to bad coding of the restrictions on weapons or was from someone leaving and you taking there restrictions for a little anyway to do a check to make sure it the correct player before applying the restrictions so the only left hand glitch is faulty coding?

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