{|TLS|} anni4.0 Suggestions

Suggestions you have for the Annihilation mod.

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{^ŦŁŞ^} ṾỉŗửşӜ†
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Annihilation 4.0

Post by {^ŦŁŞ^} ṾỉŗửşӜ† » Sat Oct 02, 2010 2:32 am

I feel it's about that time.

Blue Sex server mod development is coming along just great, I have some really neat ideas for ya.
Removal of the Boost/Beacons for spawn armor that explode, make them not explode.
Builder needs to be able to move a little faster and be able to fly better with port invo.
Replacing 1.31 Rail gun with the current 3 shot Rail.
Longer reach of pitch fork.
adding the weld deployables feature so that the jerks don't come and move your defense around.

For Admins. Owner admins only having the options to view a banned list and being able to add bans from the logs or remove bans through the TAB menu. and also Owner admins being able to give owner admin to client through TAB menu.

The Last Hope detector in TAB menu by clicking on a client and the server tells admins if personnel is Free of Cheats or "Does not have Last Hope" or "Failed model verification", and "using a illegal mem.dll"


All these features added to Plasmatics Annihilation will be AWESOME just straight up perfect.

let me know.

Xfire: funkytboy

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{|TLS|} anni4.0 Suggestions

Post by {^ŦŁŞ^} ṾỉŗửşӜ† » Sun Oct 10, 2010 4:46 pm

Ok Dev Team. I think it's time for Annihilation4 to come out. I have some excellent ideas too.
My TLS clan has 35 members and we all came up with this list for plasmatic to do for a new release.

Armor/Weapons:
1. Allow Builder able to jet a little bit better while carrying a mobile invo.
2. Let Titan armor walk and strafe as fast as troll.
3. Remove the boost explodes from warrior armor.
4. Add the welding technique with the pitchfork.

Admins/Tab Menu:
1.Allow owner admins to be able to auto owner admin clients through TAB menu.
2.Allow owner admins to be able to ban and un-ban clients through TAB menu.
3. Admins option Super admin and higher can remove clients pitchfork through tab for abuse.

Goodies/Effectiveness:
1. Kigen's edit had the LastHope detector. I think that should be added to Anni4.0.
2. Perma bans, clients should be able to conect for 1 second then server will say this client is banned and be kicked.
3. Add an Arena mode in the mod, Through TAB client can click personal options and then click Join Arena and it auto spawns you in a KWSN map box while a game can be going on, people who want to duel, can.

This is just MY wish list.

Perrinoia
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Re: {|TLS|} anni4.0 Suggestions

Post by Perrinoia » Mon Oct 11, 2010 6:44 am

sounds like you want all the worst features of BR and OZ servers, plus some original bad ideas.

Here is my welder code for all who want it. Replace the contents of your Pitchfork.cs file with this code.

Code: Select all

// all code by Plasmatic 
// aka Steve Madden
// copyright 2003
$Pitchfork = true;

// $build must be set = true in annihilation.cs
//if($Pitchfork)
//{

$InvList[Grabbler] = 1;
$MobileInvList[Grabbler] = 1;
$RemoteInvList[Grabbler] = 1;

$AutoUse[Grabbler] = False;
$WeaponAmmo[Grabbler] = "";

addWeapon(Grabbler);

SoundData GrabblerFire
{
   wavFileName = "turretfire2.wav";//door2.wav";//BXplo4.wav//Grenade.wav//rifle1.wav//turretfire2.wav
   profile = Profile3dFar;
};

SeekingMissileData GrabblerShock
{
   bulletShapeName = "fusionbolt.dts";
   explosionTag = LargeShockwave;
   collisionRadius = 0.0;
   mass = 2.0;
   damageClass = 1; // 0 impact, 1, radius
   damageValue = 0.0;   //0.5
   damageType = $MissileDamageType;
   explosionRadius = 9.5;
   kickBackStrength = 350.0;
   muzzleVelocity = 120.0;
   totalTime = 1;
   liveTime = 1;
   seekingTurningRadius = 2.5;
   nonSeekingTurningRadius = 3.0;
   proximityDist = 0.25;
   smokeDist = 1.75;
   lightRange = 5.0;
   lightColor = { 0.4, 0.4, 1.0 };
   inheritedVelocityScale = 0.5;
   soundId = SoundJetHeavy;
};

LightningData GrabLightning
{
   bitmapName = "grn_blink4.bmp";   //lightningNew.bmp";
   damageType = $ElectricityDamageType;
   boltLength = 65.0;
   coneAngle = 35.0;
   damagePerSec = 0.0;
   energyDrainPerSec = 60.0;
   segmentDivisions = 4;
   numSegments = 5;
   beamWidth = 0.075;//075;
   updateTime = 120;
   skipPercent = 0.5;
   displaceBias = 0.15;
   lightRange = 3.0;
   lightColor = { 0.25, 0.25, 0.85 };
   soundId = SoundLaserIdle;
};


RepairEffectData GrabBolt
{
   bitmapName = "grn_blink4.bmp";//lightningNewSub.bmp";//lightningTemp.bmp";//fx_lensflare_5.bmp";//cphoenix.flag.bmp";   //grn_blink4.bmp";   //mort0000.bmp";   //repairadd.bmp";
   boltLength = 15.5;
   
   segmentDivisions = 4;
   beamWidth = 0.25;
   updateTime = 450;   //how fast beam oscilates
   skipPercent = 0.0001;   //0.6
   displaceBias = 0.15;   //0.15 //displaced side to side
   lightRange = 3.0;
   lightColor = { 0.85, 0.25, 0.25 };
};



ItemImageData GrabblerImage
{
   shapeFile = "mortargun";   //"tracer";
   mountPoint = 0;
   mountOffset = { -0.1, -0.3, -0.1 };
   mountRotation = {0, 1.57, 0};
   weaponType = 2; // 2Sustained
   projectileType = GrabBolt;   //GrabLightning;   //GrabBolt;
   minEnergy = 3;
   maxEnergy = 0; //8 Energy used/sec for sustained weapons
   reloadTime = 0.0;
   lightType = 3; // Weapon Fire
   lightRadius = 2;
   lightTime = 1;
   lightColor = { 0.25, 0.25, 0.85 };
   sfxReady = SoundJammerOn;
   sfxActivate = SoundActivateAmmoStation;
   sfxFire = SoundLaserIdle;//SoundSpinUpDisc;   //SoundELFIdle;
};

ItemData Grabbler
{
   description = "Pitchfork";   //Energy Glove";   //"Spider Beam";
   className = "Weapon";
   shapeFile = "mortargun";
   hudIcon = "sniper";
   heading = $InvHead[ihtool];   //$InvHead[ihWea];
   shadowDetailMask = 4;
   imageType = GrabblerImage;
   price = 375;
   showWeaponBar = true;
};
ItemImageData PitchforkImage
{
   shapeFile = "mine";   //"tracer";
   mountPoint = 0;
   mountOffset = { 0.05, 0.5, -0.1 };   // 0.1, 0.5, -0.2   right,forward,up
   mountRotation = {0, -1.57, 1.57};
   weaponType = 2; // 2Sustained
};

ItemData Pitchfork
{
   description = "Pitchfork";   //Energy Glove";   //"Spider Beam";
   className = "Weapon";
   shapeFile = "mine";
   //hudIcon = "sniper";
   heading = $InvHead[ihWea];
   shadowDetailMask = 4;
   imageType = PitchforkImage;
   price = 375;
   showWeaponBar = true;
};

function GrabblerImage::onFire(%player)
{      
   if($debug)
      echo("?? EVENT fire "@Player::getMountedItem(%player,0)@ " player "@ %player @" cl# "@ Player::getclient(%player));      

   %clientId = Player::getClient(%player);
   %trans = GameBase::getMuzzleTransform(%player);
   %vel = Item::getVelocity(%player);
   Projectile::spawnProjectile("GrabBolt",%trans,%player,%vel);
}

//Plasmatic 2.2
function Grabbler::MountExtras(%player,%weapon)
{   
   Player::mountItem(%player,Pitchfork,7);
   
   if((Player::getclient(%player)).weaponHelp)
      Bottomprint(Player::getclient(%player), "<jc>"@%weapon.description@": <f2>Plasmatics' brain fart.\n<jc><f2>Press <f0>1 <f2>or <f0>6 <f2>to weld your deployables in place or to boost players.");
}

// for repairbolt data method.. yes, this is a 'repair' type bolt. -plasmatic
function GrabBolt::onAcquire(%this, %player, %target)
{
   %player.GrabObject = "";
   %player.Grabdist = "";
   %player.GrabRoty = "";
   %player.GrabOffsetVec = "";
      
   if($build)
      %player.GrabObject = %target;
      
   if(%target == %player)
   {
      return;
   }
   else
   {
      
      %client = Player::getClient(%player);
      %player.GrabObject = %target;      
      %type = getObjectType(%target);
      %dataName = GameBase::getDataName(%target);
      %shape = %dataName.shapeFile;
      
      if($debug)
         bottomprint(%client,"<jc>"@%type@" Data Name= "@%dataName@" shape= "@%shape);
            
//      if(!$build)
//      {
//         //if(%type != "Player" && %dataName != BlastWall && %dataName != LargeForcefield && %dataName != ForceFieldDoorShape && %dataName != DeployableForcefield && %dataName != LargeForceFieldDoorShape && %dataName != DeployablePlatform && %dataName != DeployablePlasmaFloor)
//         // only ff doors, and plasma floor 3.0 plasmatic 1/20/2005 5:35AM
//         if(%type != "Player" && %dataName != ForceFieldDoorShape && %dataName != LargeForceFieldDoorShape)   // && %dataName != DeployablePlasmaFloor)
//            return;
//      }
      if(!$build)
      {
         if(%type != "Player" && %dataName != BlastWall && %dataName != LargeForcefield && %dataName != ForceFieldDoorShape && %dataName != DeployableForcefield && %dataName != LargeForceFieldDoorShape && %dataName != DeployablePlatform)
            return;
      }
      if(%dataname == JailWall)   // not even with $build
         return;
         
      %trans = GameBase::getMuzzleTransform(%player);   //position of tip
         %posX = getWord(%trans,9);      //x
         %posY = getWord(%trans,10);      //y
         %posZ = getWord(%trans,11);       //z   
      %GunTipPos = %posX@" "@%posY@" "@%posZ;
         
      //figure out general relativity, Einstein..
         %d1= getWord(%trans,3);
         %d2= getWord(%trans,4);
         %d3= getWord(%trans,5);      //3,4,5 are dir vec -plas         
         
         %TargetPos = GameBase::getPosition(%target);
         
      //simplified for these -player and flier pos is at at bottom center -plasmatic
      if(%type == "Player")// || %type == "Flier")// || %type == "Mine")
      {
         %player.Grabdist = vector::getdistance(%TargetPos,%GunTipPos);
         %player.GrabOffsetVec = "";
         %player.GrabRoty = "";
         %target.forker = %player;   // for release code, plasmatic 2.3
      }

      else      
      {   
      // This works ok for now. When beam attach point changes
      // while rotating, movement is still funky...
      // hack to move static objects correctly -plasmatic
         GameBase::getLOSInfo(%player,1000);
            // GetLOSInfo sets the following globals:
            //    los::position
            //    los::normal
            //    los::object   
                  
         %RealDist = vector::getdistance($los::position,%GunTipPos);            
         %player.Grabdist = %RealDist;   
         
         %TargetRot = GameBase::getRotation(%target);
         %playerRot = GameBase::getRotation(%player);
         %targetRelative = vector::add(%TargetRot ,vector::multiply("0 0 -1",%playerRot));// hacking for screwy spawn pts -players only rotate around z -plas
         
         %player.GrabRoty = %targetRelative;
            
      //%GunExtPos is like the end of a broom handle shoved down gun barrel.
         %GunExtPos = %posX + %d1 * %RealDist@" "@%posY + %d2 * %RealDist@" "@%posZ + %d3 * %RealDist;
         
      // offsetvec is vec from where we're grabbing to the actual obj position 'handle'
      // position on object we're grabbing may change, but this works good. -plasmatic
         %OffsetVec = vector::add(vector::multiply("-1 -1 -1",%GunExtPos),%TargetPos);   //dist from gun tip to where beam is hitting, more or less...
   //      %Nrot = vector::add(vector::multiply("-1 -1 -1",%targetRot),%playerRot);
   //      %OffsetVecNew = RotateVector(%OffsetVec,%Nrot);   //normalizing vector relative to player
         %player.GrabOffsetVec = %OffsetVec;         
         
            
      }         
   Grabler::move(%player,%target);         
   }
}

// called a few times a sec.. not fast enough for 'move' but we'll use to simplify things -plasmatic
// maybe not.. meh..
function GrabBolt::checkDone(%this, %player)
{
}


function Grabler::move(%player,%target)
{
   %client = Player::getClient(%player);
   // Have your noobs spayed or neutered! -perrinoia
   if(%target.welded && GameBase::getTeam(%target) == Client::getTeam(%client))
   {
      if(%target.deployer == %client || %client.isAdmin)
      {   // Objects are automatically dislodged when the deployer or an allied admin grabs it. -perrinoia
         %target.welded = "";
         Client::sendMessage(%client, 0, Client::getName(%target.deployer) @"'s "@ GameBase::getDataName(%target) @" is dislodged!~wflagflap.wav");
      }
      else
      {   // Welded objects cannot be moved by other allied players. -perrinoia
         Client::sendMessage(%client, 0, Client::getName(%target.deployer) @"'s "@ GameBase::getDataName(%target) @" is welded in place!~wflagflap.wav");
         Projectile::spawnProjectile("ForkReleaser", "0 0 -1 0 0 0 0 0 -1 "@ getBoxCenter(%target), %player, Item::getVelocity(%target));
         Player::trigger(%player, $WeaponSlot, false);
         %player.GrabOffsetVec = "";
         %player.GrabObject = "";
         %player.Grabdist = "";
         %player.GrabRoty = "";
         %target.forker = "";
         return;
      }
   }
   else if(getObjectType(%target) == "Player" && Client::getTeam(Player::getClient(%target)) == Client::getTeam(%client) && Player::isJetting(%target))
   {   // Teammates cannot be held while jetting. -perrinoia
      Projectile::spawnProjectile("ForkReleaser", "0 0 -1 0 0 0 0 0 -1 "@ getBoxCenter(%target), %player, Item::getVelocity(%target));
      Player::trigger(%player, $WeaponSlot, false);
      %player.GrabOffsetVec = "";
      %player.GrabObject = "";
      %player.Grabdist = "";
      %player.GrabRoty = "";
      %target.forker = "";
      return;
   }
   %weapon = Player::getMountedItem(%player,$WeaponSlot);
   if(Player::isTriggered(%player,$WeaponSlot) && %weapon == Grabbler)
   {
      if(%player.GrabObject != %target || %player.GrabObject == "")
      {
         %player.GrabObject = "";
         %player.Grabdist = "";
         %player.GrabRoty = "";
         %player.GrabOffsetVec = "";
         return;
      }
      %type = getObjectType(%target);
      %trans = GameBase::getMuzzleTransform(%player);   
      %vel = Item::getVelocity(%player);
      
      //position of tip
         %posX = getWord(%trans,9);      //x
         %posY = getWord(%trans,10);      //y
         %posZ = getWord(%trans,11);       //z   
         %GunTipPos = %posX@" "@%posY@" "@%posZ;
      //direction gun is pointed foo.
      %d1= getWord(%trans,3);
         %d2= getWord(%trans,4);
         %d3= getWord(%trans,5);      //3,4,5 are dir vec -plas   
         %GunRotVec = %d1 @" " @ %d2 @" " @ %d3;   //%d3 is up/ down
   
      %dist = %player.Grabdist;
      
      if(%type == "Player")   // || %type == "Flier")
      {
         Item::setVelocity(%target, 0);
         %position = %posX + %d1 * %dist@" "@%posY + %d2 * %dist@" "@%posZ + %d3 * %dist;
         if(GameBase::testPosition(%target, %position))
         {
            GameBase::setPosition(%target,%position);
         }   
         else
         {
            %TargetPos = GameBase::getPosition(%target);
            %oldheight = getword(%TargetPos,2);
            %newHeight = getword(%position,2);
            
            //player aiming down, pushing player through ground?
            if(%newHeight < %oldheight)      //%d3 < -0.5)
            {
               //Player::trigger(%player,$WeaponSlot,false);
               GameBase::setPosition(%target,vector::add(%TargetPos,"0 0 0.2"));
               return;
            }
            else
            {
               
               %player.Grabdist = vector::getdistance(%TargetPos,%GunTipPos);         
            }
            
         }
         schedule("Grabler::move("@%player@","@%target@");",0.037);   
      }      
      else
      {               
         %targetRelative = %player.GrabRoty;
         %playerRot = GameBase::getRotation(%player);
         %newrot = vector::add(%playerRot,%targetRelative);
         %GunExtPos = vector::add(vector::multiply(%GunRotVec,%dist@" "@%dist@" "@%dist),%GunTipPos);      
         
         %OffsetVec = %player.GrabOffsetVec;
   //   bottomprint(Player::getClient(%player),%OffsetVec@" "@%playerRot);
   //      %OffsetVecNew = RotateVector(%OffsetVec,%targetRot);   //%newrot);   //ah the joys of rotation...
         %position = vector::add(%GunExtPos,%OffsetVec);   //%OffsetVecNew
         GameBase::setPosition(%target,%position);
         gamebase::setrotation(%target,%newrot);   
         schedule("Grabler::move("@%player@","@%target@");",0.025);         
      }
      
      
   }

}



function GrabBolt::onRelease(%this, %player)
{
   (%player.GrabObject).forker = "";   // for release code, plasmatic 2.3
   %player.GrabOffsetVec = "";   
   %player.GrabObject = "";
   %player.Grabdist = "";
   %player.GrabRoty = "";
   %player.GrabTime = "";
   %player.Mine = "";
}


// called when player shoots object
function grabbler::fire(%player,%object)
{   
   //echo("firegrab");
   %type = getObjectType(%object);
   %client = Player::getClient(%player);
   if(%type == "Player")
   {      
      //%object = %player.GrabObject;
   
      %trans = GameBase::getMuzzleTransform(%player);   
      %vel = Item::getVelocity(%player);
                        //position of tip
      %posX = getWord(%trans,9);      //x
      %posY = getWord(%trans,10);      //y
      %posZ = getWord(%trans,11);       //z   
      %GunTipPos = %posX@" "@%posY@" "@%posZ;
   
      %d1= getWord(%trans,3);
      %d2= getWord(%trans,4);
      %d3= getWord(%trans,5);      //3,4,5 are dir vec -plas
      if(%player != %object)
      {      
         Projectile::spawnProjectile("GrabblerShock",%trans,%player,%vel,%object);
         playSound(GrabblerFire, GameBase::getPosition(%client));
         %target = Player::getClient(%object);
         %targetName = Client::getName(%target);
         %clientName = Client::getName(%client);
         
         // Only tells shooter and target instead of spamming the whole server. -perrinoia
         Client::sendMessage(%client, 0, "You gave "@ %targetName @" a boost.");
         Client::sendMessage(%target, 0, %clientName @" gave you a boost.");
         
         // Also, only tells admins when players are boosting teammates. -perrinoia
         if(Client::getTeam(%client) == GameBase::getTeam(%object))
            Admin::Message(%clientName @" gave "@ getWord("his her", Client::getGender(%client) == "Female") @" ally "@ %targetName @" a boost.");
         
         //anti tk code, and death message tracker.
         %object.LastBoost = %client;
         %object.BoostTime = getSimTime();   //sim time returns map time in seconds -plas            
      }   
      
      %GunRotVec = %d1 @" " @ %d2 @" " @ %d3;
      %fireImpulse = vector::add(vector::multiply("75 75 75",%GunRotVec),%vel);   //75
   //   Player::trigger(%player,$WeaponSlot,false);
      //Player::applyImpulse(%obj,%vec);
      //bottomprint(%client,"fire grabbler "@%object@" impulse "@%fireImpulse);
      //echo(%client,"fire grabbler "@%object@" impulse "@%fireImpulse);
   
      GameBase::playSound(%player, GrabblerFire, 0);   //SoundDoorClose, 0);
   //   Player::applyImpulse(%object,%fireImpulse); //gives a screwy trajectory
      
      %object.Grabfire = 150;
      Grabbler::smoke(%object);
      Item::setVelocity(%object,%fireImpulse);
      

      %target = %player.GrabObject;   // for release code, plasmatic 2.3
      %target.forker = "";      // for release code, plasmatic 2.3      
      %player.GrabObject = "";
      %player.Grabdist = "";
      %player.GrabRoty = "";
      %player.GrabOffsetVec = "";      
      
   }
   else if(Object::getName(getGroup(%object)) == "Barrier" && ((%object.deployer == %client || %client.isAdmin) && Client::getTeam(%client) == GameBase::getTeam(%object)))
   {
      %object.welded = true;
      Client::sendMessage(%client, 0, Client::getName(%object.deployer) @"'s "@ GameBase::getDataName(%object) @" is welded in place!~wflagflap.wav");
   }
   
}


// player smoke trail
function Grabbler::smoke(%player)
{
   //plasmatic
   if(Player::isDead(%player))   return;
   %player.Grabfire = %player.Grabfire -1;
   %trans = "0 0 -1 0 0 0 0 0 -1 " @ getBoxCenter(%player);
   %vel = Item::getVelocity(%player);
   if(vector::getdistance(%vel,"0 0 0") > 10)
      Projectile::spawnProjectile("JetSmoke", %trans, %player, %Vel); //transform, object, velocity vector, <projectile target (seeker)>
   if(%player.Grabfire > 1)
      schedule("Grabbler::smoke("@%player@");",0.05);   
   
}

//}


This code locks your deployable in place to prevent non-admin teammates from moving them. All admins, enemies and yourself will automatically unlock your locked deployables the moment your pitchfork grabs them.

Also, this code prevents players from holding teammates while the teammate is jetting. When an annoying teammate grabs you, and you do not wish to be held, you can easily break their grasp by jetting. No more wasting beacons when they are rapid firing their pitchfork. Just hold your jets on and they can't hold you.

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Re: {|TLS|} anni4.0 Suggestions

Post by {^ŦŁŞ^} ṾỉŗửşӜ† » Mon Oct 11, 2010 7:07 am

Having the same edits as BR was my intension only because it is most popular and they wont release it. Crow and Bong are just like WRX Zed "Creator of Elite Renegades" Plasmatic on the other hand will release his versions to anyone because he has love for the community.

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Re: {|TLS|} anni4.0 Suggestions

Post by Anubis » Mon Oct 11, 2010 8:38 am

rtrd

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Re: {|TLS|} anni4.0 Suggestions

Post by Perrinoia » Tue Oct 12, 2010 8:08 am

Maybe I've been out of the loop for awhile, but what do Crow and Bong have to do with the mod running at Annihilation BR? Last time I checked, they were merely administrators.

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Re: {|TLS|} anni4.0 Suggestions

Post by Anubis » Tue Oct 12, 2010 12:17 pm

yeah, perr code that shit up! not bong nor crow! ftrd

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Re: {|TLS|} anni4.0 Suggestions

Post by Perrinoia » Tue Oct 12, 2010 4:50 pm

That's right. I fixed that piece of shit server, and then it's host (BR Owner) unfixed it, so I no longer support it.

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Re: {|TLS|} anni4.0 Suggestions

Post by {^ŦŁŞ^} ṾỉŗửşӜ† » Wed Oct 13, 2010 9:32 am

Crow is the modder. Bong is the admin, and BR is the host.

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Re: {|TLS|} anni4.0 Suggestions

Post by Anubis » Thu Oct 14, 2010 7:49 am

:roll: what the love... Does quimica know about your existence?

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Re: {|TLS|} anni4.0 Suggestions

Post by Perrinoia » Thu Oct 14, 2010 9:27 am

I think the point you are missing is that BR Owner is the anti-modder. Every attempt anyone makes to fix his server only lasts for a day at best. He changes shit back and love up the mod more on a daily basis.

BR Owner is in truth, the host, admin, and modder. The rest are merely grasping at the illusion of control over the most popular Annihilation server today.

That is all it is, too... An illusion. Think about it.. When bong bans someone, how long does the ban last? When crow or I fix a bug, how long before it is exploitable again?

This is an example of every conversation with BR Owner ever:
Yesterday wrote:Me: I banned douche bag #9867567 for using exploit #9878976, but he is still playing somehow.
BR: douche bag #9867567 is a misunderstood contributor. Give him another chance.
Me: WTF?!
Today wrote:Me: I made a fix for exploit #9878976.
BR: That's cool, I'll install it now.
Me: Thanks!

Tomorrow wrote:Me: Hey, what happened to the fix I gave you yesterday?
BR: I dunno, I put the file in the folder you told me to... I gotta go.
Me: WTF?!

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Re: {|TLS|} anni4.0 Suggestions

Post by {^ŦŁŞ^} ṾỉŗửşӜ† » Thu Oct 14, 2010 3:24 pm

bwahaha... Ok.. Well anyways, I think the changes that are on BR server should be on palsmatics server so others can host/play the mod we all love.

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Re: {|TLS|} anni4.0 Suggestions

Post by Perrinoia » Thu Oct 14, 2010 9:26 pm

You mean my edits, such as welding, jump pad weakening, and particle beam fix? Or the bugs that keep getting reimplemented, such as inventory hack, rapid fire invisible particle beams, builder-sniper-repair-gun, Blimp Armor (flying tanks)?

Hehehe... Blimp Armor... I just made that up. It should blow up like the Hindenburg....

Nyquil is a hell of a drug.

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Re: {|TLS|} anni4.0 Suggestions

Post by {^ŦŁŞ^} ṾỉŗửşӜ† » Thu Oct 14, 2010 11:56 pm

I didn't know they were your fixes, crow claims it all his, even calls it Legendz 2.0 BR..
My Fault.


Can anyone make those changes I suggested? I really like the modifications to "Legendz 2.0"

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Re: {|TLS|} anni4.0 Suggestions

Post by Perrinoia » Fri Oct 15, 2010 1:21 pm

I haven't played on BR server all summer. It appears that he is modding it now. I dunno if he has fixed anything, or just added stuff to it.

I personally didn't like his legendz edit before he started modding BR. I remember Tank armor flew nearly forever, and there was some stupid arena thing you could elect to join which meant that half the players were trying to play CTF and the other half were dueling... which really sucked cause there was rarely more than 2 players in the server. And it made the teams unfair.

Also, his arena thing had the same problems as KWsN duel... People join the arena and attack anybody, regardless of dueling rules. Then people molly and moan, and vote to kick each other... It's just annoying.

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Re: {|TLS|} anni4.0 Suggestions

Post by (=SK=)Zorak » Fri Oct 15, 2010 7:41 pm

Lol.. blimp armor :lol:

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Re: {|TLS|} anni4.0 Suggestions

Post by {^ŦŁŞ^} ṾỉŗửşӜ† » Sat Oct 16, 2010 11:58 pm

lol..

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Re: {|TLS|} anni4.0 Suggestions

Post by DaJ4ck3L » Sun Oct 17, 2010 6:33 am

Na I fixed all the bugs perr, and they stayed fixed. You made the mistake of sending BR unencrypted copies of the mod. When he first sent me the folder he was using to host Annihilation, I was like WTF lol. It must have had 3 different versions of every file.

The arena feature was never suppose to really be used as a duel, but more or less just a deathmatch type thing for spawn players. My old version of annihilation was really more geared for {OZ} members, and not so much the public community.

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Re: {|TLS|} anni4.0 Suggestions

Post by Perrinoia » Sun Oct 17, 2010 10:59 am

Hahahaha, you sent him an LZH encrypted vol?

That's funny.

Yeah, I spent the majority of my time cleaning up the redundant files, and even the reduntant code within those files.

I never thought to do that because he wouldn't replace his server files with what I sent him, he would only copy what I sent him into his server folder. And his server backed up files that should have been overwritten in such a manor that they still got executed.

Since he refused to do it right, I figured he wanted his server to stay exploitable.

Perhaps I've been a bit harsh on him about it... Perhaps he really is that dumb.

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Re: {|TLS|} anni4.0 Suggestions

Post by {^ŦŁŞ^} ṾỉŗửşӜ† » Sun Oct 17, 2010 1:12 pm

I think everyone should be able to have access to the BR legendz "edit"..

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