Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » Height
Height [message #397390] Sun, 09 August 2009 06:38 Go to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
Does anyone happen to know the exact height from which someone falling from starts to take damage?
Most people know the exploit, but there is a glitch people can use to stop falling damage from being applied to them, and I want to stop it.



Re: Height [message #397397 is a reply to message #397390] Sun, 09 August 2009 08:34 Go to previous messageGo to next message
Sladewill is currently offline  Sladewill
Messages: 291
Registered: January 2009
Location: United Kingdom
Karma: 0
Recruit

lol most ppl use walls to jump down coz most are slightly slanted

FT-Owners - Sladewill,Snazy2007,Willdy
http://FT-Gaming.com for more info...
Re: Height [message #397398 is a reply to message #397390] Sun, 09 August 2009 08:36 Go to previous messageGo to next message
cnc95fan is currently offline  cnc95fan
Messages: 1261
Registered: July 2007
Karma: 0
General (1 Star)
That's not helpful;
It starts from 5 meters onwards and gets worse until 20m which is death
Re: Height [message #397402 is a reply to message #397390] Sun, 09 August 2009 08:44 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
Messages: 3250
Registered: September 2006
Karma: 1
General (3 Stars)
falling damage min distance = 5.000

falling damage Max distance = 20.000

warhead = Earth


http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Height [message #397403 is a reply to message #397398] Sun, 09 August 2009 08:45 Go to previous messageGo to next message
jnz is currently offline  jnz
Messages: 3396
Registered: July 2006
Location: 30th century
Karma: 0
General (3 Stars)
cnc95fan wrote on Sun, 09 August 2009 16:36

That's not helpful;
It starts from 5 meters onwards and gets worse until 20m which is death


Not entirly true, anything above 5 meters will give you damage but exactly 5 meters wont.

Anything above 20 meters will kill you, but not exactly 20 meters. Which took my health down to 1.
Re: Height [message #397464 is a reply to message #397390] Sun, 09 August 2009 22:28 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
Thanks guys! Very Happy


Re: Height [message #397469 is a reply to message #397390] Mon, 10 August 2009 00:07 Go to previous messageGo to next message
Goztow is currently offline  Goztow
Messages: 9738
Registered: March 2005
Location: Belgium
Karma: 13
General (5 Stars)
Goztoe
It would be nice if you could fix the bug. The people from BI also fixed it by disabling the "feature" that could be abused.

You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
Re: Height [message #397473 is a reply to message #397390] Mon, 10 August 2009 00:59 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
My plan is to detect if someone is falling, if they have fallen over 5 metres, then they should not be able to use the feature that causes this exploit.
I will most likely come under fire for the way I will detect if someone is falling or not, but it will at least work...
And in this instance, as there would be no way to evade it by looking at the source code, I could release it with no nagging fear of some ass-wipe exploiting it.



[Updated on: Mon, 10 August 2009 01:00]

Report message to a moderator

Re: Height [message #397928 is a reply to message #397390] Fri, 14 August 2009 13:08 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
I have a feeling I would have to write this into SSGM itself, and I do not like doing that anymore. But have a pretty strong WIP...

http://www.game-maps.net/staff/reborn/falling.wmv

Obviously the messages are just for debugging...



Re: Height [message #398003 is a reply to message #397390] Sat, 15 August 2009 18:25 Go to previous messageGo to next message
nikki6ixx is currently offline  nikki6ixx
Messages: 2545
Registered: August 2007
Karma: 0
General (2 Stars)
Very cool! Smile

Renegade:
Aircraftkiller wrote on Fri, 10 January 2014 16:56

The only game where everyone competes to be an e-janitor.
Re: Height [message #398021 is a reply to message #397390] Sat, 15 August 2009 21:51 Go to previous messageGo to next message
a000clown
Messages: 363
Registered: May 2005
Location: Canada
Karma: 0
Commander
I thought about removing taunts as well but figured it's not that big a deal. Nice to see a fix in progress though Thumbs Up
Re: Height [message #398030 is a reply to message #397390] Sat, 15 August 2009 23:49 Go to previous messageGo to next message
CarrierII is currently offline  CarrierII
Messages: 3804
Registered: February 2006
Location: England
Karma: 0
General (3 Stars)

Yeah, nice to see a WIP, and it doesn't matter if you release the source to a server side fix, clients can't change what code the server runs (unless they're very creative, I suppose...)

Renguard is a wonderful initiative
Toggle Spoiler
Re: Height [message #398419 is a reply to message #397473] Tue, 18 August 2009 12:38 Go to previous messageGo to next message
Prulez is currently offline  Prulez
Messages: 439
Registered: August 2005
Location: The Netherlands
Karma: 0
Commander
reborn wrote on Mon, 10 August 2009 09:59

My plan is to detect if someone is falling, if they have fallen over 5 metres, then they should not be able to use the feature that causes this exploit.
I will most likely come under fire for the way I will detect if someone is falling or not, but it will at least work...
And in this instance, as there would be no way to evade it by looking at the source code, I could release it with no nagging fear of some ass-wipe exploiting it.

So if a user uses *that* when he has not fallen 5m yet, he still remains damage-less?

For example, I fall from the Cliff on Walls Fly, at 2m I press *a key* and I happily walk forward when I'm done falling.

Why not disable it during falling at all, if possible?


(Just trying to input something here, correct me if wrong! Smile)


http://i32.tinypic.com/2j1rey8.png

nikki6ixx wrote on Fri, 08 May 2009 19:47

Every so often, I get this positive feeling that humanity can somehow, possibly attain pure awesomeness, and enlightenment, and that there is light at the end of the road for us all. However, I only need to go to the latest HUD thread at RenForums to remind me of how dumb I was for thinking such stupid things.
Re: Height [message #398424 is a reply to message #397473] Tue, 18 August 2009 13:01 Go to previous messageGo to next message
raven
Messages: 595
Registered: January 2007
Location: Toronto, Ontario
Karma: 0
Colonel
reborn wrote on Mon, 10 August 2009 02:59

I could release it with no nagging fear of some ass-wipe exploiting it.


I like this part Very Happy


-Jelly Administrator
-Exodus Administrator
Re: Height [message #398488 is a reply to message #398419] Tue, 18 August 2009 22:28 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
Prulez wrote on Tue, 18 August 2009 15:38

reborn wrote on Mon, 10 August 2009 09:59

My plan is to detect if someone is falling, if they have fallen over 5 metres, then they should not be able to use the feature that causes this exploit.
I will most likely come under fire for the way I will detect if someone is falling or not, but it will at least work...
And in this instance, as there would be no way to evade it by looking at the source code, I could release it with no nagging fear of some ass-wipe exploiting it.

So if a user uses *that* when he has not fallen 5m yet, he still remains damage-less?

For example, I fall from the Cliff on Walls Fly, at 2m I press *a key* and I happily walk forward when I'm done falling.

Why not disable it during falling at all, if possible?


(Just trying to input something here, correct me if wrong! Smile)


That's exactly what I ended up doing.



Re: Height [message #401880 is a reply to message #397390] Sun, 06 September 2009 15:08 Go to previous messageGo to next message
a000clown
Messages: 363
Registered: May 2005
Location: Canada
Karma: 0
Commander
Any progress on this? Smile
Re: Height [message #401909 is a reply to message #397390] Sun, 06 September 2009 22:28 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
I got it working, albeit in a nasty kinda way. Although to release it would mean making a small modification to SSGM and releasing that. I hate doing that :-/


Re: Height [message #401926 is a reply to message #397390] Mon, 07 September 2009 00:54 Go to previous messageGo to next message
a000clown
Messages: 363
Registered: May 2005
Location: Canada
Karma: 0
Commander
Maybe it can be included in the next SSGM release alongside scripts4.0 and TT then. Thumbs Up
Re: Height [message #401928 is a reply to message #397390] Mon, 07 September 2009 01:15 Go to previous messageGo to next message
reborn is currently offline  reborn
Messages: 3231
Registered: September 2004
Location: uk - london
Karma: 0
General (3 Stars)
The new Game Manager will not have the limitations that SSGM 2.02 has, and will not have to use the crappy method of telling if someone is falling or not that I have utilised. The implementation is allot better, it's more an insult than anything else to even ask for the way I have done it to be included.
I will however release a small modified SSGM 2.02 version which addresses the issue for the interim period. I don't like doing it though really, SSGM isn't mine, it's WhiteDragon's/Black-cell's, plus some people have already modified there SSGM version and will not appreciate it being released in this manor. I suppose if I make the release, but in the readme explain how I did it, the people with existing modified SSGM versions can apply the changes to there own solution.



Re: Height [message #402001 is a reply to message #397390] Mon, 07 September 2009 14:36 Go to previous message
a000clown
Messages: 363
Registered: May 2005
Location: Canada
Karma: 0
Commander
I think currently the simplest way to release the modified source would be a diff file... But then there's the problem of a lot of people having never used a diff viewer or merging tool before. Sad
Previous Topic: WubWub's Sniper
Next Topic: Bump Map/Reflection for cliffs
Goto Forum:
  


Current Time: Thu Nov 28 08:30:54 MST 2024

Total time taken to generate the page: 0.01607 seconds