Moderators IIYAMA Posted March 20, 2013 Author Moderators Share Posted March 20, 2013 Also don't forget that calling a code each 300 ms is kind of useless. Lol it was also your design. (teargas wasn't?) and yes I did rebuild your old core totally. (the anti cheat stuff you did not care about title:"who cares (syncro) ") -- maybe better getElementsWithinColShape ( explCol, "player" ) Your name is on it and it works genius, after the rebuild. Link to comment
Phat Looser Posted March 21, 2013 Share Posted March 21, 2013 The teargas had a different issue. Since it uses an alpha channel and a lot of dust, I had to remove it from the game so that the players with bad gfx cards have less issues... Thats pretty much the point. Since a list of teargasses was less then the player count, I solved it that way. About the anticheat stuff: Is it syncro only, now? Can I have a look? In this case getElementsByType is used verily often, true. Link to comment
Moderators IIYAMA Posted March 21, 2013 Author Moderators Share Posted March 21, 2013 ok, well I set the teargas animations now on server side. I am using at the moment something else: getElementsWithinColShape (colshape,"player") after that I start checking the distance of the true elements. I am not sure if this is a better way. I even prefer to share it with you, your idea's gave me a reason to design a deathmatch gamemode. Without that script, I would not even started to build it. https://www.youtube.com/watch?v=IKXARD3__4s&feature=youtu.be Do you have an email I can sent it to? (pm me) I also added something interesting for manage the projectile's syncs. Link to comment
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