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Missile implementation on the client

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Ok my bad... I was sure you had an account...

So I'll take in account your last patch and I'll do the commit asap.

 

Well i have an accound on berlios but i can't login with it. What is the command line to do that or do i need some special access

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Modifications commited:

  • * now the char rotates when the angle is over +/- 22.5°
    * reduced the number of commands to the ones we decided
    * applied the patch of kibora for the server communication

@Kibora: I've changed your code a little in order to do the proper actions and I'm now using the functions you defined in gamewin.c for testing

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@Schmurk

 

actor_aim_at_b and missile_fire_a_to_b are not working properly atm. You are setting the target for the wrong character

 

actor_aim_at_b could look like this

actor *act;

float target[3];

 

act = get_actor_ptr_from_id(actor2_id);

 

target[0] = (float)act->x_pos + 0.25;

target[1] = (float)act->y_pos + 0.25;

target[2] = get_actor_z(act) + 1.2;

 

actor_aim_at_xyz(actor1_id, target);

and missile_fire_a_to_b could look like this

actor *act;

float target[3];

 

act = get_actor_ptr_from_id(actor2_id);

 

target[0] = (float)act->x_pos + 0.25;

target[1] = (float)act->y_pos + 0.25;

target[2] = get_actor_z(act) + 1.2;

missile_fire_a_to_xyz(actor1_id, target);

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Oh yeah my bad :omg:

I did it a little too fast it seems... :laugh:

 

TY for reporting it, I'll correct that asap...

However, I'm not calling actor_aim_at_xyz in actor_aim_at_b (and same for fire functions) just to avoid a function call and a memcpy. I know that's not a lot but there are no small savings :rolleyes:

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New skill, already implemented on the server (for the most part).

If the client is going to need a new skill, then may be you want to consider my suggestion for moving to an xml based skill definition. I was going to pick this up after your end of January release but I could do it before. In any case, adding a new skill is easy apart from the issues with displays. The hud control will be OK for more skills now but the counters and skills tab will need some work this time.

 

edit: darn, while I was writing this kibora ws writing the new skills patch :P

Edited by bluap

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Patch for an "Archery" skill.

 

It doesn't have a counter, the kills/deaths should be enough.

 

https://developer.berlios.de/patch/index.ph...p;group_id=1256

 

 

Don't the kills/deaths counters depend on the attecker and attackee being next to each other? This won't necessarily be the case for archery.

 

Perhaps we could count arrows that we shoot (hits and misses) and arrows that hit us if the server gives us enough info to go on . . .

Edited by Puntif

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Perhaps we could count arrows that we shoot (hits and misses) and arrows that hit us if the server gives us enough info to go on . . .

The best solution would be that server did send data like [YOU_KILLED][name] / [YOU_WERE_KILLED_BY][name]

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Yes, the server should send a message to the one being killed, especially if you do it from the shadows or something.

 

As for the XML, I don't know, we only have like one skill left (construction) after we are done with the archery.

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Patch updated

 

https://developer.berlios.de/patch/index.ph...p;group_id=1256

 

Added a new message:

 

SEND_DEATH_NOTIFICATION (89) [iS_DEATH:1][iS_HUMAN:1][NAME]

 

IS_DEATH:

1 - you have been killed by NAME

0 - you have killed NAME

 

IS_HUMAN: (required because human names are displayed in red color)

1 - NAME is human

0 - NAME is monster

Edited by kibora

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Emmm okay then, what will the message say.

 

But there should also be a message for the one who killed a target. There's no certain way to know that you killed smth/smb. If it's not done properly it's pointless to make it at all.

 

Btw have you planned any monsters for the future that will use ranged weapons?

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For the time being, there will be no monsters using missiles, but that doesn't mean it won't happen in the future.

As for the messages, it could be something like: "You killed X" or "You got killed by X"

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