The solution to lag?

The best and quickest support by a group of top-notch editing specialists, guaranteed!

Moderator: Forum Guards

The solution to lag?

Postby Cozmo » Sat Jun 02, 07 9:28 pm

Earlier, I had an idea that could end lead shotting. It started when I was going to type so I used a bind to make a 'fake' decoy of me while I was typing. A player locked on to it but the rocket went to my real location.

Then I had an idea; why not make it that a weapon can recognize when it's aimed and fired at an enemy, same way the crosshairs do, instead of using ProcessTraceHit().

So I was thinking that when Fire() was called, it would find the player it's aiming at and make them TakeDamage(). Except it would be client sided. This would effectively stop lead shotting. :)

I'm not completely sure if this is even possible, and it would mean making a new weapon superclass so it would take time too.

Just an idea, but hopefully a possibility. :D Unfortunately, I've not a clue how to even start, so maybe it could be made into a project or something?
Cozmo_RPG (v1 & v2)
MPConversations - A tool for creating multiplayer RPG stuff
Cozmo
Master
 
Posts: 1266
Joined: Tue Jun 28, 05 10:53 am
Location: UK

Postby Allan » Sat Jun 02, 07 9:44 pm

An interesting proposition.

Should be doable if someone (IE: Not me) does the work. Although - Projectile weapons would be a pig to do.
User avatar
Allan
Alpha
 
Posts: 4545
Joined: Wed Dec 21, 05 1:41 pm
Location: Northamptonshire, England.

Postby Magus » Sat Jun 02, 07 9:46 pm

Hm, a system similar to Counter-Strike's own for preventing lag problems.

Interesting, indeed.

As for projectiles, they should remain as they currently are, I reckon.
Last edited by Magus on Sat Jun 02, 07 9:46 pm, edited 1 time in total.
-- Magus "Ours is not to question, only to act!"

Image
User avatar
Magus
Addict
 
Posts: 538
Joined: Wed Aug 17, 05 3:12 pm
Location: Manchester, England

Postby Cozmo » Sat Jun 02, 07 10:11 pm

Yeah, projectiles were meant to be lead shots anyway, so we can leave them as they are. Most projectiles are explosives anyway. They're easy to aim as it is. :wink:
Cozmo_RPG (v1 & v2)
MPConversations - A tool for creating multiplayer RPG stuff
Cozmo
Master
 
Posts: 1266
Joined: Tue Jun 28, 05 10:53 am
Location: UK

Postby Cozmo » Sat Jun 09, 07 8:13 pm

Well, I made a start by using some code from the lock on in DeusExWeapon. The player you're looking at becomes a var and when fired, makes them TakeDamage();. :D But every shot is a torso shot. :(
So, there's a start on it. I thought that I could use the code from the Targetting aug, as it finds a player's health at the location you're pointing at, and make that a var too, so you can hit it. But I looked in DeusExPlayer and didn't find anything on it. Could someone try and help me with this? And could someone explain, if it's possible, to make something take damage to a certain hit location?

Thanks.
Last edited by Cozmo on Sat Jun 09, 07 8:13 pm, edited 1 time in total.
Cozmo_RPG (v1 & v2)
MPConversations - A tool for creating multiplayer RPG stuff
Cozmo
Master
 
Posts: 1266
Joined: Tue Jun 28, 05 10:53 am
Location: UK

Postby Allan » Sat Jun 09, 07 8:33 pm

~Cozmo~ wrote:Well, I made a start by using some code from the lock on in DeusExWeapon. The player you're looking at becomes a var and when fired, makes them TakeDamage();. :D But every shot is a torso shot. :(
So, there's a start on it. I thought that I could use the code from the Targetting aug, as it finds a player's health at the location you're pointing at, and make that a var too, so you can hit it. But I looked in DeusExPlayer and didn't find anything on it. Could someone try and help me with this? And could someone explain, if it's possible, to make something take damage to a certain hit location?

Thanks.
Right - They're probably only taking torso shots because you're doing TargetedPlayer.location at the hit location. That's a torso shot.

You'll need to calculate the distance between the players, save that to a vector.

Then it's Vector(DeusExPlayer(Owner).ViewRotation)*vSize(*Vector you saved the distance to*). Save that to another vector.

Then set the hit location of the player to (TargetedPlayer).location+(*Distance Without Rotation*-*Distance with Rotation*)

If you PM me/post the code, i'll show you what I mean ;)
Last edited by Allan on Sat Jun 09, 07 8:33 pm, edited 1 time in total.
User avatar
Allan
Alpha
 
Posts: 4545
Joined: Wed Dec 21, 05 1:41 pm
Location: Northamptonshire, England.

Postby ~ô¿ô~Nobody~ » Tue Jun 12, 07 2:47 pm

~Cozmo~ wrote:Earlier, I had an idea that could end lead shotting. It started when I was going to type so I used a bind to make a 'fake' decoy of me while I was typing. A player locked on to it but the rocket went to my real location.

Then I had an idea; why not make it that a weapon can recognize when it's aimed and fired at an enemy, same way the crosshairs do, instead of using ProcessTraceHit().

So I was thinking that when Fire() was called, it would find the player it's aiming at and make them TakeDamage(). Except it would be client sided. This would effectively stop lead shotting. :)

I'm not completely sure if this is even possible, and it would mean making a new weapon superclass so it would take time too.

Just an idea, but hopefully a possibility. :D Unfortunately, I've not a clue how to even start, so maybe it could be made into a project or something?


The idea is good, but there are reasons, why this was not implemented by the DX makers themself.
If the client gets the powers to decide who was hit, it would open a huge gate of abusing potential.
:!:

Some bugger like Wasted could just send a damage request for a player to the server that is located at a totally different location..
So.. like a hax remote kills switch! :shock:
Last edited by ~ô¿ô~Nobody~ on Tue Jun 12, 07 2:48 pm, edited 1 time in total.
Nobody is perfect...
------------------------------
Longc[A]t wrote:I still think Dae is a russian spambot.

~[A]Daedalus~ wrote:There will be a day when my patience goes away and you, along with all who rant with you, will get banned.

ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
User avatar
~ô¿ô~Nobody~
Alpha
 
Posts: 2520
Joined: Fri Dec 31, 04 3:20 pm
Location: Proclarush Taonas

Postby Cozmo » Tue Jun 12, 07 7:15 pm

~[A]Noodles~ wrote:
~Cozmo~ wrote:Earlier, I had an idea that could end lead shotting. It started when I was going to type so I used a bind to make a 'fake' decoy of me while I was typing. A player locked on to it but the rocket went to my real location.

Then I had an idea; why not make it that a weapon can recognize when it's aimed and fired at an enemy, same way the crosshairs do, instead of using ProcessTraceHit().

So I was thinking that when Fire() was called, it would find the player it's aiming at and make them TakeDamage(). Except it would be client sided. This would effectively stop lead shotting. :)

I'm not completely sure if this is even possible, and it would mean making a new weapon superclass so it would take time too.

Just an idea, but hopefully a possibility. :D Unfortunately, I've not a clue how to even start, so maybe it could be made into a project or something?


The idea is good, but there are reasons, why this was not implemented by the DX makers themself.
If the client gets the powers to decide who was hit, it would open a huge gate of abusing potential.
:!:

Some bugger like Wasted could just send a damage request for a player to the server that is located at a totally different location..
So.. like a hax remote kills switch! :shock:


Well, I thought of that before, but I didn't wanna mention it in case it put people off. :lol: I figured the majority of players wouldn't know how to do it anyway.

But anyway, I thought the CRDMutator would stop custom consoles altogether? / Sending requests. :?

And Allan, I'll send you the code when I get it done properly first. I still need to implement the piece of code that lets you find a hitlocation first. :)
Cozmo_RPG (v1 & v2)
MPConversations - A tool for creating multiplayer RPG stuff
Cozmo
Master
 
Posts: 1266
Joined: Tue Jun 28, 05 10:53 am
Location: UK

Postby Mastakilla » Tue Jun 12, 07 7:26 pm

Nice idea, I suppose. :)
When life gives you lemons... Squeeze them into your eyes and run across a busy intersection, faggot.
User avatar
Mastakilla
Forum Super Hero
 
Posts: 3634
Joined: Wed Aug 17, 05 7:47 pm

Postby Aidan » Tue Jun 19, 07 2:29 am

I'II give you street cred for that idea Cozmo :D
Psychokiller, spelled incorrectly.
User avatar
Aidan
CandyMan
 
Posts: 6270
Joined: Wed Aug 02, 06 8:57 am
Location: True North Strong & Free


Return to Editing issues

Who is online

Users browsing this forum: No registered users and 51 guests