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Author Topic: Clearshot Plugin v1.0  (Read 8717 times)

Phantom Brave

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Re: Clearshot Plugin v1.0
« Reply #15 on: May 17, 2013, 12:59:47 pm »

The damage indicator is absolutely positively not gray; it's something we've wanted in vanilla for a long time but can't do properly without overhauling a bunch of code.

The minimap is pretty gray but this is a little bit more gray. The reason I'm allowing the minimap is that we already have free spectating and player tracking while dead in the first place, so it's not like hiding the map or teammates from the player is worth anything.

On the other hand, this doesn't have a close analog in vanilla information display; the closest is the fact that the sniper rifle has a tracer in the first place, and if we didn't have that it would be something Brand New and absolutely better in terms of information to not have it. The difference between a dot and a line is rather arbitrary in the first place, though it is real, and it's also not like this plugin shows enemies' sights, right?
« Last Edit: May 17, 2013, 01:00:35 pm by Phantom Brave »
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Jakapoa

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Re: Clearshot Plugin v1.0
« Reply #16 on: May 17, 2013, 02:12:15 pm »

and it's also not like this plugin shows enemies' sights, right?
Well... it draws a line from EVERY sniper, due to it being added to the rifle.draw event.
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Nova

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Re: Clearshot Plugin v1.0
« Reply #17 on: May 17, 2013, 02:20:43 pm »

Make it a mod which makes a dot where your shot will end (ignoring enemy spies)
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Phantom Brave

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Re: Clearshot Plugin v1.0
« Reply #18 on: May 17, 2013, 02:27:50 pm »

Yes, making it only show your own would be necessary. By the way, thanks for keeping it off your OP until this discussion happened.
« Last Edit: May 17, 2013, 02:28:07 pm by Phantom Brave »
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Jakapoa

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Re: Clearshot Plugin v1.0
« Reply #19 on: May 17, 2013, 02:39:24 pm »

Make it a mod which makes a dot where your shot will end (ignoring enemy spies)
Think of it as a LITERAL laser sight.
By the way, thanks for keeping it off your OP until this discussion happened.
I may be stupid, but I at least know not to screw with admins.
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Nova

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Re: Clearshot Plugin v1.0
« Reply #20 on: May 17, 2013, 02:43:12 pm »

By the way, thanks for keeping it off your OP until this discussion happened.
I may be stupid, but I at least know not to screw with admins.
You probaly just forgot it.
« Last Edit: May 17, 2013, 02:44:00 pm by Nova »
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Jakapoa

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Re: Clearshot Plugin v1.0
« Reply #21 on: May 17, 2013, 02:50:23 pm »

By the way, thanks for keeping it off your OP until this discussion happened.
I may be stupid, but I at least know not to screw with admins.
You probaly just forgot it.
No, once Phantom heard that it could detect spies, he removed the link.
removed until it can't detect spies
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Nova

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Re: Clearshot Plugin v1.0
« Reply #22 on: May 17, 2013, 03:06:23 pm »

Fixed. Line should pass through all spies now.
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Phantom Brave

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Re: Clearshot Plugin v1.0
« Reply #23 on: May 17, 2013, 03:48:28 pm »

They're just being conservative.
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Jakapoa

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Re: Clearshot Plugin v1.0
« Reply #24 on: May 17, 2013, 06:03:57 pm »

Fixed. Line should pass through all spies now.
eh yeeahh, funny story. So the only way for me to [rapidly] test this [with no help] is to join a pub and see the results. Long story short, while the line did pass through spies, it passed through everyone else as well.

Code: [Select]
else if (collision_line(x1,y1,xm,ym,Character,true,true)>=0) {
hitline = true;
if player.CLASS == CLASS_SPY
hitline = false;
oops.
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Phantom Brave

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Re: Clearshot Plugin v1.0
« Reply #25 on: May 17, 2013, 06:05:57 pm »

player.CLASS lol
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Re: Clearshot Plugin v1.0
« Reply #26 on: May 17, 2013, 06:20:43 pm »

player.CLASS lol
Look, the only references I have on how to code for this are from the decompiled game files.
Not the best way to learn.  :z8:

game_init.gml
Code: [Select]
ini_write_real("Classlimits", "Spy", global.classlimits[CLASS_SPY])
ServerBalanceTeams.gml
Code: [Select]
if(player.team == TEAM_RED)
Code: [Select]
canCloak = 1;
Code: [Select]
// Make self invisible if behind enemy
invisible = false;

There's little documentation on how this was coded.
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Phantom Brave

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Re: Clearshot Plugin v1.0
« Reply #27 on: May 20, 2013, 05:47:36 pm »

The code is the documentation!!!
But yeah I get you it's confusing to go through xml stuff and the game's code isn't well documented in the first place
You should download a lite version of game maker just to have a proper source code viewer, most stuff is in events which don't get decompiled into .gml files
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Jakapoa

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Re: Clearshot Plugin v1.0
« Reply #28 on: May 20, 2013, 06:42:33 pm »

The code is the documentation!!!
But yeah I get you it's confusing to go through xml stuff and the game's code isn't well documented in the first place
You should download a lite version of game maker just to have a proper source code viewer, most stuff is in events which don't get decompiled into .gml files
Yeah, but the last time I used GM was back in ('09,'10?), when it was v7 or v8 (and was simple as fuck). The new one is just..... overkill, convoluted, and etc. etc.
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bullets (obviously)

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Re: Clearshot Plugin v1.0
« Reply #29 on: May 21, 2013, 09:12:13 pm »

Does the variable "invisible" actually do anything? I remember a long time ago when I was making a spyhack (don't ask for it) and it didn't do anything when I ignored it


(Disclaimer: If this post enables someone to make a spyhack they probably could have done it without my information)

Also would it be asking too much for someone to make a list of all the important objects and variables used in gg2? Like player.team, player.object.class or whatever it is.
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