War factory die zones [message #288737] |
Sat, 06 October 2007 08:49 |
|
Goztow
Messages: 9741 Registered: March 2005 Location: Belgium
Karma: 14
|
General (5 Stars) Goztoe |
|
|
On islands and complex, the warf die zones seem very big: meds or infantry that run close to the warf get killed.
Anyway, I've been talking with danpaul about this and we tried to solve it server side, that didn't work. The die zone doesn't seem to be in the server side file.
Then we thought that maybe it could be solved client side, however without it being a fanmap. Here's where we're stuck: does anyone know how to do this (I think core patch did similar changes)? Any help is welcome. The idea is that people with the client side fix wouldn't get the problem, people without it would probably still get it but the map on the serevr would be the original islands-map.
Thanks.
You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
|
|
|
Re: War factory die zones [message #288790 is a reply to message #288737] |
Sat, 06 October 2007 15:12 |
|
IronWarrior
Messages: 2460 Registered: November 2004 Location: England UK
Karma: 0
|
General (2 Stars) |
|
|
Goztow wrote on Sat, 06 October 2007 11:49 | On islands and complex, the warf die zones seem very big: meds or infantry that run close to the warf get killed.
Anyway, I've been talking with danpaul about this and we tried to solve it server side, that didn't work. The die zone doesn't seem to be in the server side file.
Then we thought that maybe it could be solved client side, however without it being a fanmap. Here's where we're stuck: does anyone know how to do this (I think core patch did similar changes)? Any help is welcome. The idea is that people with the client side fix wouldn't get the problem, people without it would probably still get it but the map on the serevr would be the original islands-map.
Thanks.
|
I've haven't really looked into it, but I've believe it's caused by the vehicle construction script zone, making it smaller might stop it.
Not sure though, this is my theory on it.
|
|
|
Re: War factory die zones [message #288803 is a reply to message #288737] |
Sat, 06 October 2007 17:03 |
|
The vehicle construction zone is server-side. Afaik, Renegade copies the position and size from the construction zone to the vehicle factory when initializing it, so modifying the zone after the factory was initialized will not change anything.
For Resurrection, I'm thinking about removing construction zones at all. Only objects, which collide with the constructed vehicle should be killed. So you can even stay inside the war factory construction zone without getting killed, if the vehicle doesn't collide with you.
|
|
|
Re: War factory die zones [message #288854 is a reply to message #288803] |
Sat, 06 October 2007 22:21 |
|
IronWarrior
Messages: 2460 Registered: November 2004 Location: England UK
Karma: 0
|
General (2 Stars) |
|
|
Yrr wrote on Sat, 06 October 2007 19:03 | The vehicle construction zone is server-side. Afaik, Renegade copies the position and size from the construction zone to the vehicle factory when initializing it, so modifying the zone after the factory was initialized will not change anything.
For Resurrection, I'm thinking about removing construction zones at all. Only objects, which collide with the constructed vehicle should be killed. So you can even stay inside the war factory construction zone without getting killed, if the vehicle doesn't collide with you.
|
As it is server side, then it can be easy fixed.
Edit the maps in the server, load them them, fixed.
|
|
|
|
|
|
|
Re: War factory die zones [message #289112 is a reply to message #288873] |
Mon, 08 October 2007 11:26 |
|
danpaul88 wrote on Sun, 07 October 2007 12:57 | Loaded the LVL from the westwood FTP into level edit, and manually resized them, saved the level and loaded the .lsd file onto the server. Perhaps that's not the best way to do it, but it works for adding new items server side.
|
.lsd ist static level data. Scripting zones of any kind are dynamic objects, so you have to replace the .ldd.
[Updated on: Mon, 08 October 2007 11:27] Report message to a moderator
|
|
|
|
|
|
|
|
|
Re: War factory die zones [message #289681 is a reply to message #288737] |
Wed, 10 October 2007 14:18 |
|
Xpert
Messages: 1588 Registered: December 2005 Location: New York City
Karma: 0
|
General (1 Star) |
|
|
I gave up on trying to fix this. I tried what Goztow tried but that didn't seem to work.
Btw, Mesa is also another map with the zone way too big. It's a bi*** in clanwars because your trying to use the wall to dodge arty shots and you get owned by the harvester coming out of the WF.
Creator of NetGuard, an IRC network regulator.
Developer of the CloudyServ 0.982-X project.
Developer of the CloudyServ Ren-X bot.
Part time streamer - https://twitch.tv/gg_wonder
|
|
|
|
|
|
|
Re: War factory die zones [message #290008 is a reply to message #289352] |
Fri, 12 October 2007 03:33 |
|
jnz
Messages: 3396 Registered: July 2006 Location: 30th century
Karma: 0
|
General (3 Stars) |
|
|
RoShamBo wrote on Tue, 09 October 2007 18:15 | I was able to resize the zone just fine with just a server side mod, in the usual way.
|
some other things mess up, though, dunno why.
[Updated on: Fri, 12 October 2007 03:33] Report message to a moderator
|
|
|
|
|
|
|