Re: [Warzone-dev] hack to prevent transporters being blown up

2007-05-21 Thread The Watermelon

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.
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[Warzone-dev] hack to prevent transporters being blown up

2007-05-20 Thread 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).

-- 
Giel



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Re: [Warzone-dev] hack to prevent transporters being blown up

2007-05-20 Thread Dennis Schridde
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


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Re: [Warzone-dev] hack to prevent transporters being blown up

2007-05-20 Thread vs2k5
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.




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