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mikepg
02-16-2002, 11:30 PM
something along the lines of 'with (nearestplayer) {}'

so, it would only effect the nearest player in the level. I think this would be useful.

Kaimetsu
02-16-2002, 11:43 PM
Originally posted by mikepg
something along the lines of 'with (nearestplayer) {}'

so, it would only effect the nearest player in the level. I think this would be useful.

It's scriptable anyway :-/

Tyhm
02-17-2002, 04:55 AM
So is hitobjects and testplayer, yet they exist.

Kaimetsu
02-17-2002, 07:21 AM
Originally posted by Tyhm
So is hitobjects and testplayer, yet they exist.

Testplayer, yes. Hitobjects? No...

zell12
02-17-2002, 07:49 AM
Lies, all lies

TDK_RC6
02-17-2002, 07:57 AM
just use the formula for right triangles, find the hypotnus

Slaktmaster
02-17-2002, 08:26 AM
Originally posted by TDK_RC6
just use the formula for right triangles, find the hypotnus
Please, can you remove that signature?

zell12
02-17-2002, 10:01 AM
just make it smaller ;)

Faheria_GP2
02-17-2002, 10:14 AM
he doesn't have the FTP password to my server :D

TDK_RC6
02-17-2002, 11:51 AM
Originally posted by Slaktmaster

Please, can you remove that signature?

what resolution are you in??

Faheria_GP2
02-18-2002, 01:24 AM
lmao, he is on 640x480

zell12
02-18-2002, 05:33 AM
Thats what I use =D

Tyhm
02-18-2002, 09:27 AM
What, you couldn't do hitobjects with a for/next loop on players, npcs, and compus?

Kaimetsu
02-18-2002, 03:45 PM
Originally posted by Tyhm
What, you couldn't do hitobjects with a for/next loop on players, npcs, and compus?

No, hitobjects sends a message to the server, which in turn does the player checking itself. Meaning that the checking is serverside and thus fair, compared to the clientside arrangement that would arise from using for loops and hitplayer/whatever.

TDK_RC6
02-18-2002, 08:17 PM
Originally posted by Kaimetsu


No, hitobjects sends a message to the server, which in turn does the player checking itself. Meaning that the checking is serverside and thus fair, compared to the clientside arrangement that would arise from using for loops and hitplayer/whatever.

stole the words right out of my mouth

Falcor
02-18-2002, 10:06 PM
Originally posted by TDK_RC6


stole the words right out of my mouth

Acting smart makes you dumb.

TDK_RC6
02-18-2002, 10:16 PM
Originally posted by Falcor


Acting smart makes you dumb.

lol

i was just joking :D

Tyhm
02-19-2002, 02:50 AM
Weird. I use hitobjects on the rescripted Trident, and people complain that it lags so much it's unfair now. Almost everything else uses for/next loops and no complaints.
Whatever.

Kaimetsu
02-19-2002, 03:12 AM
Originally posted by Tyhm
Weird. I use hitobjects on the rescripted Trident, and people complain that it lags so much it's unfair now. Almost everything else uses for/next loops and no complaints.
Whatever.

They think it lags because they attack where they think the enemy is and it doesn't register as a hit because their version of the world is off by a few deciseconds. But then they try the other weapons with for/next and they can hit people every time if they just get it right on the clientside. So to sum up: Graalians are stupid and don't understand lag.

Falcor
02-19-2002, 06:03 AM
so remember kids, lead your target :p

Faheria_GP2
02-19-2002, 06:22 AM
Originally posted by Kaimetsu


It's scriptable anyway :-/

well, yes, but a "nearestplayer" variable would still be nice to have (help newbie scripters who are too dumb to understand a for-loop)

Falcor
02-19-2002, 06:27 AM
Do we really want newbie scripters making weapons of mass destruction anyhow :confused: ?

Spanko
02-19-2002, 09:23 PM
Originally posted by Falcor
Do we really want newbie scripters making weapons of mass destruction anyhow :confused: ? Yes we do, it keeps their mind off of asking for scripting help.

Falcor
02-20-2002, 08:02 AM
Aha, and then the lag monster can gobble them up.

TDK_RC6
02-20-2002, 08:10 AM
the lag monster lives in my compuer :(