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Author Topic: Server-side plugin which announces killstreaks also killstreak RTD  (Read 8169 times)

notarctic

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-snip-
why do you need to make it a server sent? isnt rtd and killstreak perfectly capable of being server side only?
Yeah, I'm pretty sure RTD still existed before server-sent plugins really existed.
Mainly because I want to learn networking and this is a perfect opportunity, and because I hate desynching.
rtd dosnt even have much desync though
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Danikah

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-snip-
why do you need to make it a server sent? isnt rtd and killstreak perfectly capable of being server side only?
Yeah, I'm pretty sure RTD still existed before server-sent plugins really existed.
Mainly because I want to learn networking and this is a perfect opportunity, and because I hate desynching.
rtd dosnt even have much desync though
I just hate desynch in general. Also, hyperspeed Heavy.
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Rumrusher

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Code: [Select]
___________________________________________
ERROR in
action number 2
of Draw Event
for object Character:

Error in code at line 7:
    draw_text(xr, yr-35, 'x'+string(DiceUses))
             ^
at position 12: Unknown variable xr(also yr)

ERROR in
action number 2
of  Step Event
for object Character:

Error in code at line 3:
    while (PluginPacketGetBuffer(packetID) != -1) {
                                 ^
at position 32: Unknown variable packetID

also when I boot up the plugin it had a missing "}" for taunting and Diceuses was or in that area.
edit: oh uhh is this made for randomizer or just any gg2?
« Last Edit: February 03, 2014, 11:38:10 am by Rumrusher »
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RelicScattergun

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edit: oh uhh is this made for randomizer or just any gg2?

It's for Randomizer Mod (this was specified in the topic title) :P
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Code: [Select]
___________________________________________
ERROR in
action number 2
of Draw Event
for object Character:

Error in code at line 7:
    draw_text(xr, yr-35, 'x'+string(DiceUses))
             ^
at position 12: Unknown variable xr(also yr)

ERROR in
action number 2
of  Step Event
for object Character:

Error in code at line 3:
    while (PluginPacketGetBuffer(packetID) != -1) {
                                 ^
at position 32: Unknown variable packetID

also when I boot up the plugin it had a missing "}" for taunting and Diceuses was or in that area.
edit: oh uhh is this made for randomizer or just any gg2?
Yeeeah, ignore that one. I don't want to talk about it.
It would have been for any GG2 but I got stuck and gave up. Networking is harder than I would have thought.

I could still make a non-serversent one if anyone wants to, either for GG2 or Randomiser.
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Skeletonwitch

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edit: oh uhh is this made for randomizer or just any gg2?

It's for Randomizer Mod (this was specified in the topic title) :P

No, the topic has gone far away from original (my fault as I requested something for Vanilla as well).  We're looking for Vanilla material here, not Randomizer Mod!
Should create a new topic to dedicate to RTD Killstreak plugin.  If you're earnestly working on it, feel free to create the topic to avoid confusion.
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ZaSpai

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Aware of bump somewhat, but I would like to see this actualized as well. :P

I tried.
Someone should check the buffer parts though, because I don't understand networking.
(click to show/hide)

I think you might have forgotten to define what the packetID is (which should be defined as argument1 - also undefined in this case - for the game to recognise it as the Killstreak RTD)

Not sure why xr,yr ended up being undefined (they shouldn't under any normal circumstance I think)

Something I'm not too clear on (a dev clarifying would be appreciated) but can roundStats.[KILLS] be used to log the number of kills in the current life? If so the killstreak variable might not need defining
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Lorgan

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Xr and yr are undefined because they're vars, which means that you can only use them in the same script.

I suppose you could reset the kills stat on every dead but what's the point? It isn't very hard to keep track of the killstreak separately.
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Rumrusher

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oh yeah I figure out how to work in the RTD into killstreaks here's a link to the new code .
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Skeletonwitch

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Ok, I will try it and see if it breaks server  :z5:

I also changed the thread name - I would have before, but I'm used to forums that don't allow this (unless you're a moderator).

Edit: Didn't take long.

Code: [Select]
___________________________________________
ERROR in
action number 1
of Begin Step Event
for object Sentry:

Error in code at line 28:
   currentWeapon = instance_create(x,y,weapons[3]);
                                      ^
at position 37: Unknown variable weapons or array index out of bounds

Also, I would much prefer killstreaks to only count/give rtd on 3, 6, 9, 12, 15, 18, 21, 24, 27, and 30.  30 should always kill the player, that'd be fun.
« Last Edit: February 13, 2014, 01:49:37 pm by Skeletonwitch »
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ZaSpai

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Re: Server-side plugin which announces killstreaks also killstreak RTD
« Reply #55 on: February 13, 2014, 02:59:27 pm »

I believe the weapons array for anything, including sentry, only goes up to


Isn't xr and yr already defined for the draw event of the Character object though?

I'll probably need to work from both Cerapter's and Rummy's GM files (the sentry coding for a threestreak looks weird as it doesn't actually lead to any health repair for >70hp guns from what I can tell :z4: )

Just an aside, but is it possible to add messages into the kill log without having to edit/add scripts to define the new kill streak phrase? :p (I'm pretty sure adding a new sprite that is like tf2's kill streak icon would require some script trickery)
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notarctic

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Re: Server-side plugin which announces killstreaks also killstreak RTD
« Reply #56 on: February 13, 2014, 06:12:36 pm »

I believe the weapons array for anything, including sentry, only goes up to


Isn't xr and yr already defined for the draw event of the Character object though?

I'll probably need to work from both Cerapter's and Rummy's GM files (the sentry coding for a threestreak looks weird as it doesn't actually lead to any health repair for >70hp guns from what I can tell :z4: )

Just an aside, but is it possible to add messages into the kill log without having to edit/add scripts to define the new kill streak phrase? :p (I'm pretty sure adding a new sprite that is like tf2's kill streak icon would require some script trickery)
its probably something like this
Code: [Select]
with (KillLog)
{
    map = ds_map_create();
    ds_map_add(map, "name1", /*playernamevariable*/);
    ds_map_add(map, "team1", /*team variable*/);
    ds_map_add(map, "weapon", -1);
    ds_map_add(map, "string", "");
    ds_map_add(map, "name2", /*streak type*/);
    ds_map_add(map, "team2", /*team variable*/);
    ds_map_add(map, "inthis", /*is this your killstreak*/);
               
    ds_list_add(kills, map);
   
    if (ds_list_size(kills) > 5)
    {
        ds_map_destroy(ds_list_find_value(kills, 0));
        ds_list_delete(kills, 0);
    }
   
    alarm[0] = 30*5;
}
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Rumrusher

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Re: Server-side plugin which announces killstreaks also killstreak RTD
« Reply #57 on: February 13, 2014, 08:20:37 pm »

I believe the weapons array for anything, including sentry, only goes up to


Isn't xr and yr already defined for the draw event of the Character object though?

I'll probably need to work from both Cerapter's and Rummy's GM files (the sentry coding for a threestreak looks weird as it doesn't actually lead to any health repair for >70hp guns from what I can tell :z4: )

Just an aside, but is it possible to add messages into the kill log without having to edit/add scripts to define the new kill streak phrase? :p (I'm pretty sure adding a new sprite that is like tf2's kill streak icon would require some script trickery)
oh all I did was copy and paste the RTD into the killstreak and slap on killstreak => 10 next to "if taunting" which is the only thing needed to get to work. In comparison Cera's script has sync issues, mine is testing if it works also having fun with upgradable sentries plugin. I could revise and gut out the engie script coding if ya want?
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Skeletonwitch

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Re: Server-side plugin which announces killstreaks also killstreak RTD
« Reply #58 on: February 13, 2014, 08:41:45 pm »

I could revise and gut out the engie script coding if ya want?

Would be fine with me.
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ZaSpai

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Re: Server-side plugin which announces killstreaks also killstreak RTD
« Reply #59 on: February 22, 2014, 09:39:40 pm »

I've been messing around with trying to add killstreak notifications to the kill log as well as try to get the KS info synced with each other via SSP (not RTD just yet), and I have a zip attached with stuff that I've worked on so far (based off Cerapter's). However clients are never able to get the log updated, and sometimes the host has multiple copies of the log (3+ times in some cases). Would anyone be able to help with why clients aren't able to process the killstreak in log function? (I suppose the dupes with the host side are because I called it twice >.>). /edit/ - updated since I pasted code wrongly but still haven't checked if the error's fixed rn; another one since /* */ errors and killStreak > 30? O_o

I'm currently thinking that I should restrict the execution of the killstreak log thing to only when killStreak == 3 || 6 || 9 etc. rather than run it after every recognized count

(oh also the plugin fails if respawn is set to 0)

(also trying PluginPacketSend with loopback set to true causes a hang, probably bc I don't understand how it works. Should I remove the client to server packet reply send since nothing actually happens?)

I think what I might need to do is imitate the other do/send events (intel, death, cap etc) with separate files and then from the doEventKillStreak file call up the RecoredKillStreakInLog or something. I'll work on it slowly I guess
« Last Edit: February 23, 2014, 02:28:57 am by ZaSpai »
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