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The Pirate Ship
#1
As we all know, the pirate ship area is a peace zone with a set of rules that need to be enforced. I have some ideas on how to do this and assigned its trac ticket to myself, but I would like to hear everyone's opinions on the subject.

Shooting
  • Shooting won't be possible while standing on the ship. All weapon-associated buttons will be disabled. (fire/aim/switch)
  • Players on the ship will be immune to damage inflicted by others, using cancelEvent().
  • Anyone firing a bullet onto the pirate ship will have his weapons disabled for 10 seconds.

Vehicles
  • Vehicles on the ship will automatically be respawned, even if nobody's inside them. This way, burning vehicles etc. won't be a problem.
  • Flying vehicles won't be exempt, unless of course they're high enough. We wouldn't want players crashing their planes into the ship.

Miscellaneous
  • Badeending will earn you about 5 bucks per second. Maybe in the future this amount can be dynamic, depending on how well the economy is doing.
  • Of course there will be a health-pickup on the ship, as well as an information thingy.
  • For now I decided not to place any objects, since I'm not much of an artist. :) If anyone feels like decorating the ship, feel free to do so.

Comments are welcome!
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#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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#3
Good points, Peter. I'll just steal a shiprail object from the 2.x source. ;)
As for the firing thing, I did some research and it seems that cancelling onClientPlayerWeaponFire has no effect. Your method might still work, but as you said, that would require quite a bit of maths on every frame update (or even worse, a timer). So, I think I'll just go with my initial idea, at least until someone comes up with a better solution.
About the collision shapes, my thoughts exactly. :)
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#4
Could we use bollards instead of a rail that people can run through without having to jump? The jumping of the ship-rail has always been annoying.
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#5
Yes tomozj, thank you. Now I won't have to search through the 2.x source anymore. :+
Another thing that popped into my head: when a player exits the ramp, would it be a good idea to re-enable their weapons after a certain delay, rather than giving them back immediately? I guess that would help a lot against ship-laming.
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#6
(02-27-2008, 05:54 PM)tomozj link Wrote: Could we use bollards instead of a rail that people can run through without having to jump? The jumping of the ship-rail has always been annoying.
A set of bollards would prevent cars from driving through, but could you get them close enough together to stop motorcycles while still letting people through?
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#7
(02-28-2008, 02:51 AM)pdescobar link Wrote: A set of bollards would prevent cars from driving through, but could you get them close enough together to stop motorcycles while still letting people through?

Jumping over that rail is so annoying, so I like this idea very much. A way to stop motorcycles is to have a stagered setup. like so:

    ========        <end of ramp.
    .  .  .  .  .        <Bollards
      .  .  .  .          <Bollards

This way a motorcycle COULD fit through, but would have to be going so slow that the second they touched the ramp it would respawn.

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