"Security" Area around start positions?

"Security" Area around start positions?

Requests for features in the spring code.

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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

"Security" Area around start positions?

Post by very_bad_soldier »

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?
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: "Security" Area around start positions?

Post by lurker »

Could screw up factory sharing starts, it should probably be able to be turned off by the start position placer.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: "Security" Area around start positions?

Post by LordMatt »

ppl should just be civil about it. Problem solved.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: "Security" Area around start positions?

Post by KDR_11k »

They are your ALLIES, you should agree on who goes where!
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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: "Security" Area around start positions?

Post by very_bad_soldier »

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.
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: "Security" Area around start positions?

Post by Acidd_UK »

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.
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bibim
Lobby Developer
Posts: 959
Joined: 06 Dec 2007, 11:12

Re: "Security" Area around start positions?

Post by bibim »

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.
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...).
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: "Security" Area around start positions?

Post by KDR_11k »

Or they'd pick a place so their security area prevents everyone else from getting a good spot.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Re: "Security" Area around start positions?

Post by trepan »

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)
from my test copy of CA LuaRules/main.lua:

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   
Note that you'd want to use Spring.SendMessageToPlayer()
instead of Spring.Echo() for the real thing (it's synced code).
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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: "Security" Area around start positions?

Post by very_bad_soldier »

Thanks trepan for implementing this!
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: "Security" Area around start positions?

Post by AF »

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
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