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Author Topic: FreezeTime [UPDATED: No Escape Edition]  (Read 11771 times)

Machidro

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Re: FreezeTime [UPDATED: No Escape Edition]
« Reply #30 on: July 05, 2013, 02:57:10 pm »

my suggestion: instead of making a freeze time mod, you should make a freeze tag mod. good luck

I'd prefer a serverside gg2ware to officially be made a thing first.

Still, not a bad idea.
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notarctic

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Re: FreezeTime [UPDATED: No Escape Edition]
« Reply #31 on: July 30, 2013, 02:52:15 am »

can we add this to serversent plugins so the door is actually solid instead of a client sided derpfest?
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Phantom Brave

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Lorgan

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Re: FreezeTime [UPDATED: No Escape Edition]
« Reply #33 on: July 30, 2013, 12:12:16 pm »

or the server could ignore the move keybytes so there is no desync...
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Phantom Brave

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Re: FreezeTime [UPDATED: No Escape Edition]
« Reply #34 on: July 30, 2013, 01:07:03 pm »

BUT DOOR HUGGING 8(
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ajf

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Re: FreezeTime [UPDATED: No Escape Edition]
« Reply #35 on: July 30, 2013, 02:42:28 pm »

can we add this to serversent plugins so the door is actually solid instead of a client sided derpfest?
http://www.ganggarrison.com/forums/index.php?action=pm;sa=send;u=8441

Does this actually work client-side?
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Re: FreezeTime [UPDATED: No Escape Edition]
« Reply #36 on: July 30, 2013, 03:43:33 pm »

probably, just add some host checks i guess
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notarctic

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Re: FreezeTime [UPDATED: No Escape Edition]
« Reply #37 on: October 15, 2013, 12:56:10 am »

or the server could ignore the move keybytes so there is no desync...
got bored and did this
replaced all the door collision stuff with this
Code: [Select]
object_event_clear(Character,ev_other,ev_user1);
object_event_add(Character,ev_other,ev_user1,"
    if global.TimeLeftTillStart>0
    {
        //don't move
        keyState &= $1F;
        //don't jump
        keyState &= $7F;
        //don't shoot
        keyState &= $E7;
    }
    pressedKeys |= keyState & ~lastKeyState;
    releasedKeys |= ~keyState & lastKeyState;
    lastKeyState = keyState;
");
and changed the messages since this freezes you in place before the game starts rather then derping you against the door
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trog

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Re: FreezeTime [UPDATED: No Escape Edition]
« Reply #38 on: October 15, 2013, 03:20:52 pm »

no thats bad. freezetime should also be used to prevent spawn advantages by letting everyone start the round right next to the door (if that's what they want)
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Intel Guard

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Re: FreezeTime [UPDATED: No Escape Edition]
« Reply #39 on: October 15, 2013, 04:10:38 pm »

No lets just kill that and also the ability to build uber or splash enemies. Make this guy a dev.
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ajf

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Re: FreezeTime [UPDATED: No Escape Edition]
« Reply #40 on: October 15, 2013, 04:44:49 pm »

Hmm could you add an option for server hosts where it *literally* stops time except for you so you can go kill everyone, destroy sentries, cap intel and points, etc. while everyone else is completely frozen in space?
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aka Andrea.

did you know that spinning stars work like this???

I've seen things you people wouldn't believe. execute_strings on fire off the shoulder of Overmars. I watched object-beams glitter in the dark near the room_goto_fix. All those moments will be lost in time, like tears...in...rain. Time to die.

Intel Guard

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Re: FreezeTime [UPDATED: No Escape Edition]
« Reply #41 on: October 15, 2013, 05:23:21 pm »

Congrats on your plugins getting put in the game. But that doesn't make you a dev lmfao. Last I checked, Ozoh, Jax, Rebel, McGenio and Waterfall weren't official devs. They just got credited for contributions by getting their names on there. But that's fucking funny youd think that

I;m laughing
« Last Edit: October 15, 2013, 05:24:34 pm by Intel Guard »
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Phantom Brave

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Re: FreezeTime [UPDATED: No Escape Edition]
« Reply #42 on: October 15, 2013, 05:31:11 pm »

being "a developer" doesn't necessarily mean that you're on the "development team", though it is pretty pretentious of me to say that me medo ajf and psycho (along with the olders) are a team.
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ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

ajf

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Re: FreezeTime [UPDATED: No Escape Edition]
« Reply #43 on: October 15, 2013, 05:31:38 pm »

Not sure you can really be considered a dev at the moment, your code isn't syntactically valid most of the time.

i.e. it doesn't even run, let alone work
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aka Andrea.

did you know that spinning stars work like this???

I've seen things you people wouldn't believe. execute_strings on fire off the shoulder of Overmars. I watched object-beams glitter in the dark near the room_goto_fix. All those moments will be lost in time, like tears...in...rain. Time to die.

Intel Guard

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Re: FreezeTime [UPDATED: No Escape Edition]
« Reply #44 on: October 15, 2013, 05:33:04 pm »

so what i can take out of this is this dude shouldn't be considered a developer


okay good i was frightened
« Last Edit: October 15, 2013, 05:33:30 pm by Intel Guard »
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