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The solution to lag?

PostPosted: Sat Jun 02, 07 9:28 pm
by Cozmo
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?

PostPosted: Sat Jun 02, 07 9:44 pm
by Allan
An interesting proposition.

Should be doable if someone (IE: Not me) does the work. Although - Projectile weapons would be a pig to do.

PostPosted: Sat Jun 02, 07 9:46 pm
by Magus
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.

PostPosted: Sat Jun 02, 07 10:11 pm
by Cozmo
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:

PostPosted: Sat Jun 09, 07 8:13 pm
by Cozmo
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.

PostPosted: Sat Jun 09, 07 8:33 pm
by Allan
~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 ;)

PostPosted: Tue Jun 12, 07 2:47 pm
by ~ô¿ô~Nobody~
~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:

PostPosted: Tue Jun 12, 07 7:15 pm
by Cozmo
~[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. :)

PostPosted: Tue Jun 12, 07 7:26 pm
by Mastakilla
Nice idea, I suppose. :)

PostPosted: Tue Jun 19, 07 2:29 am
by Aidan
I'II give you street cred for that idea Cozmo :D