Squad game setting
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Grimmwolf_GB
- Posts: 3711
- Joined: Wed Jul 02, 2003 7:00 am
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It is doable. All the code is still left in Allegiance since the Zone days. A quick check hints two ways to do this:
1: Quick hack restoring the squad membership functionality by parsing member names. Would look for the usual symbols in the name (^+? @FuzzyKitten).
2: Restore the full Zone functionality. (Complicated, messy and would give us lots of cool stuff but requires database work).
The first hack is not too complicated and I could do it in an hour or two. Testing would take some however, think next release. The second is considerable amounts of work.
The old limitations allowed only squad leaders and assistant squad leders to create squad games, which seemed like a good idea to me. I am mostly worried about this being used to keep newbies/mercs out of normal games.
The original code seems to block people from joining a team unless they are in the same squad as the team leader. I would be reluctant to hard code behaviour for @cdt and such, so I wonder more exactly how you would want it to work.
1: Quick hack restoring the squad membership functionality by parsing member names. Would look for the usual symbols in the name (^+? @FuzzyKitten).
2: Restore the full Zone functionality. (Complicated, messy and would give us lots of cool stuff but requires database work).
The first hack is not too complicated and I could do it in an hour or two. Testing would take some however, think next release. The second is considerable amounts of work.
The old limitations allowed only squad leaders and assistant squad leders to create squad games, which seemed like a good idea to me. I am mostly worried about this being used to keep newbies/mercs out of normal games.
The original code seems to block people from joining a team unless they are in the same squad as the team leader. I would be reluctant to hard code behaviour for @cdt and such, so I wonder more exactly how you would want it to work.
/Avalanche



Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA



Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA
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Grimmwolf_GB
- Posts: 3711
- Joined: Wed Jul 02, 2003 7:00 am
- Location: Germany
- Contact:
I assume this is MS SQL Server 2000. Just curious... How much database work? Tables, procedures, data migration?Avalanche wrote:QUOTE (Avalanche @ Feb 25 2007, 07:45 AM) 2: Restore the full Zone functionality. (Complicated, messy and would give us lots of cool stuff but requires database work).
The second is considerable amounts of work.
I suggest you have a look at the source and try to do an estimate yourself. First of all you would have to figure out the format of the database and recreate it, unless the schema is hidden somewhere. After that, you would have to rewrite the procedures and link it all togeather with the ASGS database somehow. This is non-trivial /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
/Avalanche



Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA



Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA
start of a squad game, comm types #autoaccept @GB
anyone who tries to join the GB team, their call sign will be checked to see if it contains "@GB"
combined squad game
comm types
#autoaccept @GB
#autoaccept @ACE
all people with @GB or @ACE will be accepted automatically when they join.
others without the string "@GB" or "@ACE" will drop down to the normal auto accept off procedure if autoaccept is off
since it looks for an arbetary string you could do #autoaccept (0) to auto accept 0 s or #autoaccept ^ to autoaccept anyone with a ^ tag or #autoaccept madpeople to accept anyone who's name contains "madpeople" automatically
other things:
server echos the change
team 1 comm: #autoaccept @alleg
HQ: team 1 will automatically accept callsigns containing "@alleg"
team 1 comm #autoaccept @GB
HQ: team 1 will automatically accept callsigns containing "@GB"
team 1 comm #autoaccept list
HQ: team 1 will automatically accept callsigns containing "@alleg", "@GB"
team 1 comm #autoaccept (0)
HQ: team 1 will automatically accept callsigns containing "(0)"
team 1 comm #autoaccept (0)
HQ: team 1 will no longer automatically accept callsigns containing "(0)"
team 1 comm #autoaccept clear
HQ: team 1 will no longer automatically accept any callsigns
team 1 comm #autoaccept @
HQ: team 1 will automatically accept callsigns containing "@"
team 2 comm #autoaccept zwitter
HQ: team 2 will automatically accept callsigns containing "zwitter"
it is also case insensitive - @GB == @gb
p.s. whoever moved this post, i thought it was very similar, but they are talking about a squadgame functionality change, i am talking about a #autoaccept change, so i thought similar related talk, but not on the same topic, so i thought it best to start a new thread so as not to derail this thread
anyone who tries to join the GB team, their call sign will be checked to see if it contains "@GB"
combined squad game
comm types
#autoaccept @GB
#autoaccept @ACE
all people with @GB or @ACE will be accepted automatically when they join.
others without the string "@GB" or "@ACE" will drop down to the normal auto accept off procedure if autoaccept is off
since it looks for an arbetary string you could do #autoaccept (0) to auto accept 0 s or #autoaccept ^ to autoaccept anyone with a ^ tag or #autoaccept madpeople to accept anyone who's name contains "madpeople" automatically
other things:
server echos the change
team 1 comm: #autoaccept @alleg
HQ: team 1 will automatically accept callsigns containing "@alleg"
team 1 comm #autoaccept @GB
HQ: team 1 will automatically accept callsigns containing "@GB"
team 1 comm #autoaccept list
HQ: team 1 will automatically accept callsigns containing "@alleg", "@GB"
team 1 comm #autoaccept (0)
HQ: team 1 will automatically accept callsigns containing "(0)"
team 1 comm #autoaccept (0)
HQ: team 1 will no longer automatically accept callsigns containing "(0)"
team 1 comm #autoaccept clear
HQ: team 1 will no longer automatically accept any callsigns
team 1 comm #autoaccept @
HQ: team 1 will automatically accept callsigns containing "@"
team 2 comm #autoaccept zwitter
HQ: team 2 will automatically accept callsigns containing "zwitter"
it is also case insensitive - @GB == @gb
p.s. whoever moved this post, i thought it was very similar, but they are talking about a squadgame functionality change, i am talking about a #autoaccept change, so i thought similar related talk, but not on the same topic, so i thought it best to start a new thread so as not to derail this thread
Last edited by madpeople on Mon Feb 26, 2007 9:16 am, edited 1 time in total.
Hmm,
Something you can do now (that addresses Shiz's concern and partially addresses Grim's), for Squad games.
Game controller sets game to "No Novice". So (7)'s and under would not be allowed in. The obvious problem being, some legit squad members may have a (5) or (6), more of a problem for @cdt observers.
We are short on devs wanting to make small(ish) changes at the moment, so adding an '@' only to the 'Skill levels' pull down (for example) may have to wait. Same goes for adding an actual (more functional) squad filter.
As far as bringing back the full Zone (Club) functionality, AFAIK, the SQL database is not the problem the C++ interface to it is. The first stab at Beta revived it, but not in a stable way. This was all before I joined and I have NOT looked into it as the general consensus of some people that got pretty close to the code was, it was not worth the effort. I think MS never released a chuck of zone 'interface' code (which may also have been tied into MS gaming zone, etc).
Something you can do now (that addresses Shiz's concern and partially addresses Grim's), for Squad games.
Game controller sets game to "No Novice". So (7)'s and under would not be allowed in. The obvious problem being, some legit squad members may have a (5) or (6), more of a problem for @cdt observers.
We are short on devs wanting to make small(ish) changes at the moment, so adding an '@' only to the 'Skill levels' pull down (for example) may have to wait. Same goes for adding an actual (more functional) squad filter.
As far as bringing back the full Zone (Club) functionality, AFAIK, the SQL database is not the problem the C++ interface to it is. The first stab at Beta revived it, but not in a stable way. This was all before I joined and I have NOT looked into it as the general consensus of some people that got pretty close to the code was, it was not worth the effort. I think MS never released a chuck of zone 'interface' code (which may also have been tied into MS gaming zone, etc).

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