Sensors

Questions / Announcements area for beta tests of Allegiance's future updates.
zombywoof
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Post by zombywoof »

O mighty Kage...

What would changing this to let probes use team eye do?
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KGJV
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Post by KGJV »

phoenix1 wrote:QUOTE (phoenix1 @ Jul 10 2009, 12:08 PM) O mighty Kage...

What would changing this to let probes use team eye do?
1st thing i can think of is LOS issue.

With current code, if the target is "team eyed" but there is a rock between it and the probe then no firing occurs.

if team eye is used like you suggest, the probe would fire and hit the rock.

now replace that rock with another ennemy and your probe could shoot at a non targeted ennemy (it would shoot at anything in the line of fire).

The probe could run out of ammo firing at an unintended target.

Luckily all towers have infinite ammo but you could 'cheat' with towers by standing behind an aleph for instance , they'll fire non stop at you while your friends can fly-by happy.

So carefull thinking of potential side effects is required :P
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HSharp
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Post by HSharp »

KGJV wrote:QUOTE (KGJV @ Jul 10 2009, 02:44 PM) Luckily all towers have infinite ammo but you could 'cheat' with towers by standing behind an aleph for instance , they'll fire non stop at you while your friends can fly-by happy.
Towers already do that, however they aim at closest target first unless its a missile in which case it will shoot at closest missile first I believe.
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Imago
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Post by Imago »

Seeing that phoenix1's question was answered, I'd like to share something i found while fixing alliances scan/visibility.

In trekigc.cpp's UpdateSideVisibility function, at the end, where it says "do it the hard way", I've changed something that could have "potential side effects", but in a good way? What I mean is it's been broken all this time (like the collision code)..

here is the diff:

CODEIndex: G:/388/src/WinTrek/trekigc.cpp
===================================================================
--- G:/388/src/WinTrek/trekigc.cpp (revision 383)
+++ G:/388/src/WinTrek/trekigc.cpp (revision 384)
@@ -2052,14 +2052,14 @@
{
//do it the hard way
m_sideVisibility.fVisible(false);
- for (ScannerLinkIGC* l = pcluster->GetClusterSite()->GetScanners(0)->first();
+ for (ScannerLinkIGC* l = pcluster->GetClusterSite()->GetScanners(trekClient.GetSideID())->first(); //Imago, why was this side id set to 0? 7/11/09
(l != NULL);
l = l->next())
{
IscannerIGC* s = l->data();
assert (s->GetCluster() == pcluster);

- if (s->InScannerRange(pmodel))
+ if (s->InScannerRange(pmodel)) //ALLYTD SCAN 7/11/09
{
//Ship s's side does not see the ship but this ship does
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These bugs haven't been fixed yet because don't have any developers interested in fixing them up. --Tigereye
Imago's stupid-sensor is supersensitive. --RealPandemonium
The art is managing the flow of the drama to achieve the desired results. --Big_Beta_Tester
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Andon
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Post by Andon »

Imago, please explain for those of us that don't know the code intimately just what this means (And yes, I'm asking you to explain!)
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Imago
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Post by Imago »

While trying to explain I reverted the change...It was correct the way it was... ;-)
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These bugs haven't been fixed yet because don't have any developers interested in fixing them up. --Tigereye
Imago's stupid-sensor is supersensitive. --RealPandemonium
The art is managing the flow of the drama to achieve the desired results. --Big_Beta_Tester
joeld wrote:But we’ve been amazed at the level to which some of the Allegiance fans have remained hard-core.
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