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Features and Fixes List of all the features in RPG-X as well as fixes and workarounds to known bugs.

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Old 03-24-2009, 10:53 AM   #1
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Default Repairing Breakables

This is another thing I'm working on at the moment, I already got it working, but there are still some thinks that have to be fixed.

http://gdev-rp.org/~gsio01/EF-Coding...breakables.avi
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Old 03-24-2009, 11:02 AM   #2
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That's pretty awesome, how many entities does that take up?
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Old 03-24-2009, 11:11 AM   #3
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Three: the breakable, the target_repair entity, and an usable to trigger the target_repair (though in RPG-X the target_repair could be made triggerable by the useent command).
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Old 03-24-2009, 11:19 AM   #4
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Awesome indeed, I hope we'll be seeing it in the game soon.
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Old 03-24-2009, 11:58 AM   #5
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Quote:
Originally Posted by GSIO01 View Post
Three: the breakable, the target_repair entity, and an usable to trigger the target_repair (though in RPG-X the target_repair could be made triggerable by the useent command).
That's really nifty, too much is reliant on Booleans and Relays IMO.
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Old 03-24-2009, 01:05 PM   #6
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This just brought me an idea for another entity that might reduce entity count:
target_alert

If I get it working it will to the same as 3-Conditions-Alert Scripts do ...

I'll work on that next.
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Old 03-24-2009, 01:49 PM   #7
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That would open up one hell of a lot of opportunity for additional features within the current generation of Roleplaying maps, it's actually drool worthy just thinking about it. >.>

Good luck.
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Old 03-24-2009, 01:54 PM   #8
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I think GSIO should have a job here.
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Old 03-24-2009, 11:42 PM   #9
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Would it be possible to also repair breakables using the hyperspanner?
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Old 03-25-2009, 04:45 AM   #10
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Maybe but I'm didn't have a to deep look at weapons and how they work yet but a trace returns the entity it hits, so it might be possible.

I'm going to do a bit of research in this matter later this day if nobody answers this question till then.
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Old 03-25-2009, 10:33 AM   #11
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Ok a little update here ...

Looks like the wepons trace will be no use, but I still think it might be possible in a different way that will use G_RadiusList.
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Old 03-27-2009, 07:44 AM   #12
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Quote:
Originally Posted by Scooter View Post
Would it be possible to also repair breakables using the hyperspanner?
Ok after some research and testing several ways this might be possible to do I finally can answer your question:

Yes it is possible.

It's the third way I tried to do this an it finally worked.
I used Phasers secondary fire a test object ... it's far from beeing finished but this is how it looks like at the moment:

http://gdev-rp.org/~gsio01/EF-Coding...ith_weapon.avi

Next thing I'm going to do is replacing the instant repair, so it would need some time till something is repaired as well as debugging the whole thing.

UPDATE: Replaced the instant repair so it now take some time repair something
http://gdev-rp.org/~gsio01/EF-Coding..._over_time.avi
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Old 03-28-2009, 12:54 PM   #13
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Awesome! I am wondering if a progress bar might be helpful while repairing. Also, it should be possible to scan the entity with a tricorder and see the "health" percentage. (I think this may already work, but not sure.)
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Old 03-28-2009, 03:59 PM   #14
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I think a progress bar is possible and not to complicated ... scanning the ent ans seeing the health status is a bit more problematic though because once the entity is destroyed it's data will no longer be transmited to the client and is therefore not existing client side.

I can think of some possible workarounds, but as I don't have access to the RPG-X code and don't have the time to implement the whole tricorder thing from SP into MP right now I'll leave the status when scanning aside and will have a look into an status bar when repairing next.
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Old 03-28-2009, 05:01 PM   #15
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Quote:
Originally Posted by GSIO01 View Post
... but as I don't have access to the RPG-X code ...
At this stage, I think you should be added to the team as coder. Teamed up with Marcin, I think that the next release would add some nice features and the likes . . .
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Old 03-29-2009, 02:10 AM   #16
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Quote:
Originally Posted by Apprentice View Post
At this stage, I think you should be added to the team as coder. Teamed up with Marcin, I think that the next release would add some nice features and the likes . . .
Yeah I guess this would make some things easier and I would be really honored if I could contribute some things to this great mod. I have come to an point where I can't really continue working on this without writing the whole tricorder feature myself and that would consume some time I don't have right now.
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Old 05-09-2009, 06:56 AM   #17
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Implemented but not complete finished yet.

Summary:

New/Updated entities:
Code:
/*QUAKED func_breakable (0 .8 .5) ? x x x x INVINCIBLE x x x REPAIRABLE
INVINCIBLE - can only be broken by being used
REPAIRABLE - con be repaired with hyperspanner

When destroyed, fires it's trigger and explodes

"targetname" entities with matching target will fire it
"paintarget" target to fire when hit (but not destroyed)
"wait"		how long minimum to wait between firing paintarget each time hit
"model2"	.md3 model to also draw
"target"	all entities with a matching targetname will be used when this is destoryed
"health"	default is 10

"team" - This cannot take damage from members of this team (2 = blue, 1 = red)

Damage: default is none
"splashDamage" - damage to do (will make it explode on death
"splashRadius" - radius for above damage

"material" - sets the chunk type:
 0 - none (default)
 1 - metal
 2 - glass
 3 - glass and metal
 4 - wood
 5 - stone

Don't know if these work:  
"color"		constantLight color
"light"		constantLight radius

*/

/*QUAKED target_repair (1 0 0) (-8 -8 -8) (8 8 8)
Repairs a func_breakable.

"target" breakable to repair (either it's targetname or it's targetname2)
*/
New Cvars:
Code:
rpg_repairModifier <float> - standard: 1 - modifiers repairspeed
rpg_allBreakablesRepair <int> - standart: 0 - if one all breakables can be repaired (most likely buggy atm)
Screenshots/Videos:
Demo Video (~4.6mb)
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Old 05-09-2009, 08:56 AM   #18
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The hyperspanner repair is a very nice addition, opens up the door a lot more for Engineers. Absolutely epic.
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Old 05-09-2009, 09:41 AM   #19
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Will this addition make any breakable ent repairable by hyperspanner, or only entities designed with this new system?
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Old 05-09-2009, 09:48 AM   #20
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I'm testing if it's possible to male any breakable ent repairable but can't say if it will yet ... that's why there is the rpg_allBreakablesRepair cvar.
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Old 05-09-2009, 11:14 AM   #21
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I don't think that you should go this far. Just make it a 2.5/3.0 feature and let the mappers update their map(s) accordingly rather then trying to make it work with ancient maps, with the risk of breaking more features then actually add them . . .
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Old 10-22-2009, 06:54 AM   #22
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  • Fixed a bug where not repairable breakables would not be destroyed.
  • Fixed a bug where targer_repair won't repair breakables.
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Old 10-22-2009, 01:56 PM   #23
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so this will be implimented with the next release i am guessing?
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