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The Pirate Ship
#2
Well, on the subject of preventing players from firing towards the ship you could use a small client-side script processing the LOS and checking if the aiming-position is on the ship, however, this would take a considerably large amount of maths. As for vehicles on the ship - what if someone comes driving in at ~220 kph in an infernus, even with the timer set at ~500 ms he would come halfway on the ship. Might be nicer to keep something like our current shiprail anyway?

For the money/no weapon stuff, you could probably use colission shapes and the callbacks associated with them.
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Messages In This Thread
The Pirate Ship - by Pugwipe - 02-27-2008, 12:51 PM
Re: The Pirate Ship - by Peter - 02-27-2008, 01:02 PM
Re: The Pirate Ship - by Pugwipe - 02-27-2008, 01:43 PM
Re: The Pirate Ship - by tomozj - 02-27-2008, 05:54 PM
Re: The Pirate Ship - by Pugwipe - 02-27-2008, 06:28 PM
Re: The Pirate Ship - by pdescobar - 02-28-2008, 02:51 AM
Re: The Pirate Ship - by ooshie - 02-28-2008, 06:03 AM