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> player visibilty, how visible are you!
LordSkitch
post Sep 10 2006, 07:54 AM
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hey ol cheese, or anyone who knows, where the crap is the visibility info stored?

people are bitching about "THE BOTS SEE THROUGH CLOAK AND I AM THE SUCKS BLAH BLAH BLAH!" so im gonna make a plugin that shows you just how visible you are in terms of percentages, and or whatever raw value they give you.

...i just cant find where its stored, cause i suck. ive been coding hardware interfaces recently, not code to interface with an assed out hacked up mod like NS lol
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Cheeseh
post Sep 10 2006, 02:37 PM
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i dont know how to find out how much % they are cloacked though..

CODE

typedef enum
{
MASK_NONE   = 0x00000000,
MASK_VIS_SIGHTED = 0x00000001, // This means this is an entity that can be seen by at least one member of the opposing team.  Assumes commanders can never be seen.
MASK_VIS_DETECTED  = 0x00000002, // This entity has been detected by the other team but isn't currently seen
MASK_BUILDABLE  = 0x00000004, // This entity is buildable
MASK_UPGRADE_1  = 0x00000008, // Marine weapons 1, armor, marine basebuildable slot #0
MASK_UPGRADE_2  = 0x00000010, // Marine weapons 2, regen, marine basebuildable slot #1
MASK_UPGRADE_3  = 0x00000020, // Marine weapons 3, redemption, marine basebuildable slot #2
MASK_UPGRADE_4  = 0x00000040, // Marine armor 1, speed, marine basebuildable slot #3
MASK_UPGRADE_5  = 0x00000080, // Marine armor 2, adrenaline, marine basebuildable slot #4
MASK_UPGRADE_6  = 0x00000100, // Marine armor 3, silence, marine basebuildable slot #5
MASK_UPGRADE_7  = 0x00000200, // Marine jetpacks, Cloaking, marine basebuildable slot #6
MASK_UPGRADE_8  = 0x00000400, // Pheromone, motion-tracking, marine basebuildable slot #7
MASK_UPGRADE_9  = 0x00000800, // Scent of fear, exoskeleton
MASK_UPGRADE_10  = 0x00001000, // Defensive level 2, power armor
MASK_UPGRADE_11  = 0x00002000, // Defensive level 3, electrical defense
MASK_UPGRADE_12  = 0x00004000, // Movement level 2,
MASK_UPGRADE_13  = 0x00008000, // Movement level 3, marine heavy armor
MASK_UPGRADE_14  = 0x00010000, // Sensory level 2
MASK_UPGRADE_15  = 0x00020000, // Sensory level 3
MASK_ALIEN_MOVEMENT = 0x00040000, // Onos is charging
MASK_WALLSTICKING = 0x00080000, // Flag for wall-sticking
MASK_BUFFED   = 0x00100000, // Alien is in range of active primal scream, or marine is under effects of catalyst
MASK_UMBRA   = 0x00200000,
MASK_DIGESTING  = 0x00400000, // When set on a visible player, player is digesting.  When set on invisible player, player is being digested
MASK_RECYCLING  = 0x00800000,
MASK_TOPDOWN  = 0x01000000,
MASK_PLAYER_STUNNED = 0x02000000, // Player has been stunned by stomp
MASK_ENSNARED  = 0x04000000,
MASK_ALIEN_EMBRYO = 0x08000000,
MASK_SELECTABLE  = 0x10000000,
MASK_PARASITED  = 0x20000000,
MASK_SENSORY_NEARBY = 0x40000000
} AvHUpgradeMask;


these constants are stored in every pPlayer->v.iuser4 in bitmask form .. usually the bots check for MASK_VIS_DETECTED to check if they can see cloacked enemies
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LordSkitch
post Sep 10 2006, 09:28 PM
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yeah, i saw all of them, i'm probably gonna have to do some crap assed memory location thing that i have to recompile every freakin new version, cause nothings freakin accessible cause NS sucks.
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