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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/14/2006 14:11:07
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BotFodder
Wicked Sick!
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Joined: 01/13/2006 15:23:41
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Bah, I got impatient and went ahead and did what I was going to do.
In the zip should be drop in versions of:
DruidLoaded.uc
DruidNoWeaponDrop.uc
DruidGhost.uc
These fix:
SG and AR issues - outstanding bug: if some nut buys Denial (2) before Loaded Weapons, they will end up with a LW generated SG or AR if they die holding a SG or AR. Too bad - it's too much of a headache for me to fix right now (I'd have to go mucking about in code that I've already mucked about in more than I'm comfortable with).
Ghost/Denial - There was a check (if bAlreadyPrevented) I think was missing from Ghost - put it in; with that, added a check to Denial. If Ghost occurs first in the skill list (before Denial), Denial's PreventDeath will call Ghost's PreventDeath. If Ghost's PD returns true, Denial's returns true and does nothing else. If Ghost's PD returns false (either cause you've already ghosted or for some reason Ghost won't run), the rest of the Denial code runs normally. With a true return to PD, bAlreadyPrevented becomes always true, and when Ghost's PD is called by the RPG core, it won't do anything.
Dru: Should you get this far, since it's not my code, I comment when it occurs to me. Sometimes, a lot. You might want to trim that stuff out if you prefer.
EDIT: Taken down - realized there's a slight bug in the code (Denial is calling Ghost with Denial's abilitylevel, not Ghost's). Will have it fixed in a few ...
EDIT II : Mmmm, found more errors than I thought were there. Need to remember to not be so cocky and use Warn() more often. But these versions of the three classes should be bug free, as far as BotFodder code is concerned. Denial/Ghost tested quite thuroughly.
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DnwdDlDg.zip |
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6 Kbytes
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349 time(s) |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/14/2006 16:09:10
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supertoast
Killing Spree
Joined: 05/26/2006 17:06:36
Messages: 106
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Not that much of a code guy myself, as of now, but very nice job anyways.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/14/2006 16:22:53
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Moof
Wicked Sick!
Joined: 06/24/2006 19:42:44
Messages: 433
Location: College Park, MD
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for you, good sir! Sounds like the code was rather intricate and annoying
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Moof, Scholar of Ni
Moof (W); Dr. Moof (M); Engimoof (E); Moofgineer (E beta) |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/14/2006 17:09:33
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BotFodder
Wicked Sick!
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Moof wrote:
Sounds like the code was rather intricate and annoying
Actually the Denial/Ghost stuff was relatively easy to fix, but only because of Mysterial's work in laying out the RPGRules and RPGAbilities, and preparing for things like Ghost and Denial. He set it up so that the abilities could have a "PreventDeath" function (or simulated function, to borrow a term from LPC), and ensured that they PD would be called for each ability, and once death needed to be prevented, the actual core "PreventDeath" would be called.
The AR/SG stuff is infinitely more annoying. The only way I could figure out how to get rid of a weapon is to make sure the Pawn was using it at the time, and then destroy it. Not a problem when we're talking about the starting SG and AR, but if I had to deal with someone who already had their weapons stocked and had, say, both a GL and Flak, that would require so much extra code (switch to the slot, check the name of the weapon, do something or switch to the slot again ...).
I never did figure out the exact way of dealing with dual wielded ARs; I toyed with giving LW 1 a single AR and then LW 2 and up two - but simply "giving" another AR resulted in a stack (or two single ARs instead of a dual wield). Really, I'm sure most have noticed that there are some quirks when it comes to ARs on RPG games ...
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/14/2006 20:00:57
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Shadow-X
Rampage
Joined: 01/22/2006 13:46:46
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Are we going to have to change the name of the server to "Bots Server" you keep fixing everything and now dru won't have nothing to do.
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/14/2006 21:06:14
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TheDruidXpawX
Wicked Sick!
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Shadow-X wrote:
Are we going to have to change the name of the server to "Bots Server" you keep fixing everything and now dru won't have nothing to do.
No little grasshoppa. I think you have no idea how much work keeping this thing spinning is...
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/15/2006 03:51:58
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BotFodder
Wicked Sick!
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TheDruidXpawX wrote:
Shadow-X wrote:
Are we going to have to change the name of the server to "Bots Server" you keep fixing everything and now dru won't have nothing to do.
No little grasshoppa. I think you have no idea how much work keeping this thing spinning is...
He doesn't, but I do. No way in ... well, you pick the place ... I would ever run a server myself given my current situation. I've run (and to an extent, still host) a gaming server and it can easily become a major headache. I have a full time job, and have grown accustomed to my free time. I choose to donate it to helping Dru out - but I could never run a server like this now myself; it becomes too much like a job.
Besides, in the things I've touched, for the most part I've added no more than, say, 20 lines of code to each class (in some cases, as little as two). That's 20 lines out of probably somewhere in the neighborhood of at least 300, probably upwards of 1000 depending on the class. So we aren't anywhere near the fantasy (not mine, mind you) of even naming the mod after me.
It's all Dru. If any of my fixes are used, I just view it as getting to it before Dru did.
No no - I'd simply be happy with a little attribution in any change doco or version update posts if any of my code is used (like "BotFodder came up with good enough fixes to blah before I got around to it - he has too much free time on his hands").
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