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Author Topic: [Server-Sent (probably)] Mechas VS Mercs  (Read 3874 times)

『AMLV』bobtehnoob

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Re: [Server-Sent (probably)] Mechas VS Mercs
« Reply #15 on: May 07, 2014, 09:50:58 am »

Once again, there's no need to post here unless you have something to specifically contribute. Keeping tabs on the docs will tell you all you need to know about the progress. That being said, not much is going as I'm busy with school stuff. Everyone who is working on it, feel free to ediit the doc and stuff or just post comments on it. Also, we're close to finishing off the main document for upgrades, and when that's done, I'll take a stab at understanding dusty's code.
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Quote
[17:57] <Nex> WTF BOB?! http://puu.sh/8T52s.png
[17:57] <Nex> How'd you break a GRAPH
Quote from: SkeleDude
Poop get out of here you belong in a real mans art thread

hello

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Re: [Server-Sent (probably)] Mechas VS Mercs
« Reply #16 on: May 07, 2014, 03:07:18 pm »

I need this pluginnnnnnnnnnnn.
(click to show/hide)
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『AMLV』bobtehnoob

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Re: [Server-Sent (probably)] Mechas VS Mercs
« Reply #17 on: May 07, 2014, 03:22:03 pm »

Once again, there's no need to post here unless you have something to specifically contribute.
One more time, and I'll ask a mod to delete your posts.
I want this to be tidy.
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Quote
[17:57] <Nex> WTF BOB?! http://puu.sh/8T52s.png
[17:57] <Nex> How'd you break a GRAPH
Quote from: SkeleDude
Poop get out of here you belong in a real mans art thread

Derpduck

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Re: [Server-Sent (probably)] Mechas VS Mercs
« Reply #18 on: May 07, 2014, 03:26:55 pm »

Maybe giving people an update about the progress wouldn't be so bad, rather than brushing them off like that.
Also do you have a link to the original source and the one you're working on?

『AMLV』bobtehnoob

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Re: [Server-Sent (probably)] Mechas VS Mercs
« Reply #19 on: May 07, 2014, 03:36:34 pm »

I haven't touched Dusty's code yet. Only progress I've made was on the upgrades list, and the link to that is on the OP.

https://www.dropbox.com/sh/um4dosdlaslkyp8/l1io5Ch7n7

That's the original source code. I've looked at it and I kind of understand what's going on.
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Quote
[17:57] <Nex> WTF BOB?! http://puu.sh/8T52s.png
[17:57] <Nex> How'd you break a GRAPH
Quote from: SkeleDude
Poop get out of here you belong in a real mans art thread

hello

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Re: [Server-Sent (probably)] Mechas VS Mercs
« Reply #20 on: May 07, 2014, 03:46:55 pm »

we should icons
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notarctic

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Re: [Server-Sent (probably)] Mechas VS Mercs
« Reply #21 on: May 07, 2014, 05:29:42 pm »

to me, an mvm plugin is impractical, for these 2 reasons:
1. pathfinding is very resource heavy and slow in gml, so it would have to be in a dll
2. doing dll calls purely in a plugin is really messy and the code would be riddled with execute_strings for every pathfinding function
it would be easier to do as a mod because the dll can either be packed into an extension, or the functions can be called using scripts, resulting in less messy code
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[1:37:51 PM] Derpduck: arctic u need to quote ppl that make shit posts in case they edit them
[4:20:15 PM] Rubeus Hashgrid: i cant discover anything fuck you imageshack

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Re: [Server-Sent (probably)] Mechas VS Mercs
« Reply #22 on: May 13, 2014, 03:59:44 pm »

upgrade idea:
Upgrade 0: Teammates completely absorb sniper shots
Upgrade 1: Shots pass through teammates, but the shot thingy laser line is fainter and does 10% of the original shot damage
Upgrade 2: Shots pass through teammates, but the shot thingy laser line is fainter and does 30% of the original shot damage
Upgrade 3: Shots pass through teammates, but the shot thingy laser line is fainter and does 50% of the original shot damage
Upgrade 4: and so on, in increasing-ments of 20% each upgrade.

Oh, and lets say you have upgrade 1, but a sniper shot passes through 2 teammates, it would do 5% of the original damage to enemies.
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KnotSoup

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Re: [Server-Sent (probably)] Mechas VS Mercs
« Reply #23 on: May 14, 2014, 01:15:59 am »

I have some questions to add.
Is it possible to have homing and/or EMP rockets or any projectiles?
« Last Edit: May 14, 2014, 01:29:51 am by Natsu »
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KnotSoup

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Re: [Server-Sent (probably)] Mechas VS Mercs
« Reply #24 on: May 15, 2014, 06:35:41 am »

Double posting since no one gives a damn about me

I don't have any buisness with the production of this mod but I may help with making it. Well I just got Gamemaker (8.0 I think and I wonder if it's easy to learn).
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Lol u got rekt u bitsh, imma fuk ur momma iyn heyr possey lyk a pakin buss bitsh! i duntl pakin kair bitsh sok mai pootispowpow dicksh bitsh! imma quickscooupee yer bluuddy assh ya moda fuka! wat u gonna say nao bstch FUCK YOU!

Orpheon

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Re: [Server-Sent (probably)] Mechas VS Mercs
« Reply #25 on: May 15, 2014, 06:49:30 am »

main thing i'm concerned about with it being a plugin is the availability of the bots' aimbot code to everyone out there
You'll have to ask Wareya if you can release it, like Orpheon did for Tempest Bots. It shouldn't be much of a problem since you aren't releasing it as an aimbot for players so they would still have to do something to use it, just like how you can use the sentry aimbot code to make an aimbot quite easily.
This won't be a problem, usually the aimbot code isn't in a scope where it would work for a normal player anyway without modification, and those people capable of finding, modifying and understanding the aimbot can do the same with the sentry code, as Derp mentioned.
Don't worry about this.


to me, an mvm plugin is impractical, for these 2 reasons:
1. pathfinding is very resource heavy and slow in gml, so it would have to be in a dll
2. doing dll calls purely in a plugin is really messy and the code would be riddled with execute_strings for every pathfinding function
it would be easier to do as a mod because the dll can either be packed into an extension, or the functions can be called using scripts, resulting in less messy code
I second this. I can give you the tempest bot pathfinding, both the old working version and the newer beta stuff, but both are dlls, and I have no idea how a plugin can interact with dlls.
It will only have to be the server who's modded though, the clients don't need to do any pathfinding, so you could split the project into a server mod and a server-sent plugin for clients.
That doesn't mean it's impossible to do pathfinding in GML though, I did it once myself, and it somewhat works. It's just not as fast as normal gg2 once you have >10 bots pathfinding at once, or at least not without a lot of optimising.


Double posting since no one gives a damn about me

I don't have any buisness with the production of this mod but I may help with making it. Well I just got Gamemaker (8.0 I think and I wonder if it's easy to learn).
Especially if you already know some programming, it's not that hard. If you ever need help, there's a Help Thread for asking questions.


I have some questions to add.
Is it possible to have homing and/or EMP rockets or any projectiles?
Not sure whether this question is asking about balance or about technical possibility, if it's the latter then yes, it's certainly possible to have homing projectiles, though I'm not sure what an EMP weapon would exactly do here. Destroy all ammo?


If this thing turns into a mod, I can't do shit with coding.
I don't have access to GM 8.0, and probably won't for a while and a bit.
This is unfortunate. Lack of possession of GM 8.0 or different reason?
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KnotSoup

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Re: [Server-Sent (probably)] Mechas VS Mercs
« Reply #26 on: May 15, 2014, 07:05:20 am »

Double posting since no one gives a damn about me

I don't have any buisness with the production of this mod but I may help with making it. Well I just got Gamemaker (8.0 I think and I wonder if it's easy to learn).
Especially if you already know some programming, it's not that hard. If you ever need help, there's a Help Thread for asking questions.
Christ, I was gonna delete that. Oh well, screw it then.
Yeah... I have never programmed before is it still not hard yet?

I have some questions to add.
Is it possible to have homing and/or EMP rockets or any projectiles?
Not sure whether this question is asking about balance or about technical possibility, if it's the latter then yes, it's certainly possible to have homing projectiles, though I'm not sure what an EMP weapon would exactly do here. Destroy all ammo?
The EMP is supposed to stun the enemy.
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Orpheon

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Re: [Server-Sent (probably)] Mechas VS Mercs
« Reply #27 on: May 15, 2014, 11:09:01 am »

Double posting since no one gives a damn about me

I don't have any buisness with the production of this mod but I may help with making it. Well I just got Gamemaker (8.0 I think and I wonder if it's easy to learn).
Especially if you already know some programming, it's not that hard. If you ever need help, there's a Help Thread for asking questions.
Yeah... I have never programmed before is it still not hard yet?
How good are you with maths in school? If yes, you shouldn't have too large problems with coding in general.
For learning game maker, there are many tutorials on the internet, I've even written one myself, and there's the tried-and-true method of modifying vanilla code and watching the results.

Knowing how to program can also carry on beyond game maker - This has it's uses too.
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Rumrusher

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Re: [Server-Sent (probably)] Mechas VS Mercs
« Reply #28 on: May 15, 2014, 12:16:29 pm »

if every one agreeing to turn this into a mod why don't we cut the middle man of dusty's work and work on update the Zombiehunter mod to the newest patch of GG2?

fake edit: Just tested some MvM maps in the old zombie mod it's doable just might want to set the zombie spawner sightly lower and make it sure that they can grab the intel and you're set.
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hello

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Re: [Server-Sent (probably)] Mechas VS Mercs
« Reply #29 on: May 15, 2014, 04:14:25 pm »

if every one agreeing to turn this into a mod why don't we cut the middle man of dusty's work and work on update the Zombiehunter mod to the newest patch of GG2?

fake edit: Just tested some MvM maps in the old zombie mod it's doable just might want to set the zombie spawner sightly lower and make it sure that they can grab the intel and you're set.
*upgrades station*
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