Re: [Warzone-dev] hack to prevent transporters being blown up
On 5/20/07, Giel van Schijndel [EMAIL PROTECTED] wrote: Some people have reported problems when their transport got stuck that they couldn't blow it up. (E.g . http://wz2100.net/forum/index.php?topic=606.0 ) This is most certainly the direct result from a so called hack to prevent Transporter's being blown up in droid.c (just for that exact string, although it should be on lines 295, 353). This hack causes function droidDamage (which ought to return TRUE on destruction of a droid) to always returns false if the droid being asked about is a transport (line 295 code). Now, do we want this behaviour or not? (I personally would most certainly don't want the code to check for a specific droid type, instead some kind of indestructible flag which could be set for each droid would be better). -- Giel what really amuses me in that screenshot is r34ch's persistence *counts AA site* anyways,that problem has nothing to do with the 'hack' mentioned in source,that transport is not supposed to be destroyed in that stage in that mission i think,but for some weird reason it gets stuck on its way back to off-map world.(maybe caused by the missing file/script vs2k5 mentioned) I always wanted one or more uint32(up to 32 exclusive states and more for stackable states) to store the buff/debuff or whatever effects such as onfire,control-ability(useful for cutscene and shyt),invulnerability,morale bonus(from commander) etc on a droid/building/projectile/game object to elinimate the 'hacks'/specific type checks/to prepare for special ability supports,but I have too many patches pending and I am sorta busy/other projects I involved need my attentions. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
[Warzone-dev] hack to prevent transporters being blown up
Some people have reported problems when their transport got stuck that they couldn't blow it up. (E.g. http://wz2100.net/forum/index.php?topic=606.0 ) This is most certainly the direct result from a so called hack to prevent Transporter's being blown up in droid.c (just for that exact string, although it should be on lines 295, 353). This hack causes function droidDamage (which ought to return TRUE on destruction of a droid) to always returns false if the droid being asked about is a transport (line 295 code). Now, do we want this behaviour or not? (I personally would most certainly don't want the code to check for a specific droid type, instead some kind of indestructible flag which could be set for each droid would be better). -- Giel signature.asc Description: OpenPGP digital signature ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] hack to prevent transporters being blown up
Am Sonntag, 20. Mai 2007 schrieb Giel van Schijndel: Some people have reported problems when their transport got stuck that they couldn't blow it up. (E.g. http://wz2100.net/forum/index.php?topic=606.0 ) This is most certainly the direct result from a so called hack to prevent Transporter's being blown up in droid.c (just for that exact string, although it should be on lines 295, 353). This hack causes function droidDamage (which ought to return TRUE on destruction of a droid) to always returns false if the droid being asked about is a transport (line 295 code). Now, do we want this behaviour or not? (I personally would most certainly don't want the code to check for a specific droid type, instead some kind of indestructible flag which could be set for each droid would be better). There are a few issues... - By simply removing that check you will blow up the wrong transports. - Will you get a new transport if you blew the old one up? If you don't I wonder how you ever want to accomplish the campaign... - Indestructible flag sounds good, but would not be backwards compatible since it needs modifications to the maps and savegames. (Thus nothing for 2.0) --Dennis signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] hack to prevent transporters being blown up
On Sun, 20 May 2007 15:42:39 -0400 Dennis Schridde [EMAIL PROTECTED] wrote: Am Sonntag, 20. Mai 2007 schrieb Giel van Schijndel: Some people have reported problems when their transport got stuck that they couldn't blow it up. (E.g. http://wz2100.net/forum/index.php?topic=606.0 ) This is most certainly the direct result from a so called hack to prevent Transporter's being blown up in droid.c (just for that exact string, although it should be on lines 295, 353). This hack causes function droidDamage (which ought to return TRUE on destruction of a droid) to always returns false if the droid being asked about is a transport (line 295 code). Now, do we want this behaviour or not? (I personally would most certainly don't want the code to check for a specific droid type, instead some kind of indestructible flag which could be set for each droid would be better). There are a few issues... - By simply removing that check you will blow up the wrong transports. - Will you get a new transport if you blew the old one up? If you don't I wonder how you ever want to accomplish the campaign... - Indestructible flag sounds good, but would not be backwards compatible since it needs modifications to the maps and savegames. (Thus nothing for 2.0) --Dennis Are you say that the original codebase has bug for transports, or is this a fix for code that was modified from original codebase? I thought that issue was if some file was not found, then it would screw up. This goes back to berlios days. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev