"Security" Area around start positions?
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- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
"Security" Area around start positions?
To avoid allies fighting for start positions, what about a circular area around each players start position marker in which another player cannot place his start marker? Maybe this idea is old, but I couldnt find anything about it.
So this would assure that if someone placed his marker, other allied players will not be able to place their start position markers right beside already placed markers. Maybe the radius of this security area could be configured by map or mod options?
What do you guys think about it?
So this would assure that if someone placed his marker, other allied players will not be able to place their start position markers right beside already placed markers. Maybe the radius of this security area could be configured by map or mod options?
What do you guys think about it?
Re: "Security" Area around start positions?
Could screw up factory sharing starts, it should probably be able to be turned off by the start position placer.
Re: "Security" Area around start positions?
ppl should just be civil about it. Problem solved.
Re: "Security" Area around start positions?
They are your ALLIES, you should agree on who goes where!
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: "Security" Area around start positions?
Sure you can try this but as you know this does not work every time since this is not a perfect world. There are people and there will be people who mess up the start position selection.
By implementing something like this we would remove a big reason which can cause trouble among the players. Beside this you are still free to agree with your mates about the position so nothing gets worse.
By implementing something like this we would remove a big reason which can cause trouble among the players. Beside this you are still free to agree with your mates about the position so nothing gets worse.
Re: "Security" Area around start positions?
People that want to deliberately greif cannot be stopped with such procedural things. They will jsut start further away, then walk tio your base and greif you. The latest TASClient has a ban function, use it.
Re: "Security" Area around start positions?
Agreed, except that the ban function is useless with current Lobby protocol (it's not really a ban function, it's an autokick, and there is no way to track renames...).Acidd_UK wrote:People that want to deliberately greif cannot be stopped with such procedural things. They will jsut start further away, then walk tio your base and greif you. The latest TASClient has a ban function, use it.
Re: "Security" Area around start positions?
Or they'd pick a place so their security area prevents everyone else from getting a good spot.
Re: "Security" Area around start positions?
Code: Select all
r5971 | trepan | 2008-06-01 23:41:57 -0300 (Sun, 01 Jun 2008) | 43 lines
- added the AllowStartPosition(x, y, z, playerID) LuaRules/synced call-in
- NETMSG_STARTPOS now generates InMapDrawer points locally
(no need for the extra message)
Code: Select all
function AllowStartPosition(x, y, z, playerID)
local d = 250
local maxX = Game.mapSizeX - d
local maxZ = Game.mapSizeZ - d
Spring.Echo(('AllowStartPosition: <%d, %d, %d> (%d)')
:format(x, y, z, playerID))
if ((x < d) or (x > maxX) or
(z < d) or (z > maxZ)) then
Spring.Echo('Invalid start position, try another')
return false
end
return true
end
instead of Spring.Echo() for the real thing (it's synced code).
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: "Security" Area around start positions?
Thanks trepan for implementing this!
Re: "Security" Area around start positions?
Now all it needs is a check to see if the starting unit can be built at that location to prevent spawning commanders in the middle of cliffs or features