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IRC Log for 2020-06-14

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07:58:02BFLogBot Repo: bitfighter | Commit: b0a45f934f | Author: raptor | Message: Add health bar to ForceField.
07:58:25BFDiscordBridge<raptor> OK, that iteration of health bar is complete
08:06:11BFLogBot Comment on issue #546 | User: raptor | Comment: Fixed with several revisions ending in b0a45f934fa80923bb47318f0eb7a95afc0d62fb ... | https://github.com/bitfighter/bitfighter/issues/546#issuecomment-643779152
08:06:11BFLogBot Issue #546 closed by raptor | Title: Give Forcefields a Health Gauge. | https://github.com/bitfighter/bitfighter/issues/546
08:37:46BFDiscordBridge<amgine> Hey raptor I wanted to ask so you know how how you have your server defaulted to start with bots its starts it when hosting? is it possible to create a toggle to have it on or off when testing maps its anoyying when im trying to test something but have to kick bots at the start of the match or they manage to end it before I kick them
08:42:43BFDiscordBridge<amgine> (also I like the health bar design)
09:13:30BFDiscordBridge<~Kirb> @amgine in the "host server" menu, you can set the minimum bot treshhold for your server, this gets inherited to the level editor too, as far as I know
09:13:48BFDiscordBridge<~Kirb> soo put 0 minimum bots and you're set
11:56:11BFDiscordBridge<Skybax> Hey raptor, would it be difficult to add a third slot on Pleiades to upload bots along with levelgens when uploading a level?
11:56:25BFDiscordBridge<Skybax> There are a few levels I've made that require a specific bot to play correctly
11:58:44BFDiscordBridge<Skybax> Also for some reason this code from raptor made me laugh
11:58:44BFDiscordBridge<Skybax> https://cdn.discordapp.com/attachments/325743140059480065/721800810203316285/unknown.png
12:01:35BFDiscordBridge<raptor> modifying pleiades is kind of a problem... only kaen really understood the system and it is somewhat complex
12:02:56BFDiscordBridge<Skybax> Where did kaen go
12:03:11BFDiscordBridge<raptor> He got a devops job somewhere and disappeared
12:03:21BFDiscordBridge<Skybax> What a top secret man
12:03:28BFDiscordBridge<raptor> I send him an e-mail about once a year, but don't get a reply
12:04:29BFDiscordBridge<Skybax> Is it possible to make bots be "hostile" team?
12:05:02BFDiscordBridge<Skybax> We have hostile spawns and no way to use them
12:05:34BFDiscordBridge<raptor> I'm not sure
12:05:55BFDiscordBridge<raptor> i vaguely remember someone trying something with hostile bots
12:06:46BFDiscordBridge<Skybax> It would be cool if we could set the bot team to -1 in the level code and it would spawn at hostile spawns
12:08:21BFDiscordBridge<Skybax> Or with /addbot
12:09:30BFDiscordBridge<raptor> hey there's already an issue... from 2014!: https://github.com/bitfighter/bitfighter/issues/416
12:09:44BFDiscordBridge<Skybax> It was wat!
12:10:37BFDiscordBridge<Skybax> Would it be difficult to do? I don't know what would be involved in that
12:12:13BFDiscordBridge<raptor> I'm not sure
12:12:36BFDiscordBridge<raptor> Aren't bots able to be manually added to a level file?
12:12:47BFDiscordBridge<Skybax> Yes
12:13:00BFDiscordBridge<Skybax> I'm just looking now, it looks like every other hostile object is given a team of -2
12:13:06BFDiscordBridge<raptor> And what happens if you change their team to.. yes that
12:13:13BFDiscordBridge<Skybax> I'm testing that now lol
12:14:27BFDiscordBridge<Skybax> Looks like nothing
12:14:37BFDiscordBridge<Skybax> Doing /addbot with -2 as the parameter says "invalid team"
12:20:32BFDiscordBridge<raptor> can you paste me a robot level line with s_bot for testing? I can't seem to find an example
12:20:56BFDiscordBridge<raptor> I'm testing to see what happens if I just disable the team check ;)
12:21:23BFDiscordBridge<Skybax> It's robot 0 s_bot.bot I believe
12:21:33BFDiscordBridge<raptor> OK thanks
12:22:23BFDiscordBridge<raptor> capital R, but yep, that worked
12:22:37BFDiscordBridge<Skybax> I just super confused myself, trying to figure out why my bursts were effecting the robots on the same team as me, and then I realized I was in Bitmatch
12:22:46BFDiscordBridge<raptor> haha
12:24:08BFDiscordBridge<raptor> looks like it put it on team 1 anyways
12:24:22BFDiscordBridge<Skybax> Team 0 is team 1
12:24:30BFDiscordBridge<raptor> yes, that
12:24:53BFDiscordBridge<Skybax> So what if you do Robot -2 s_bot.bot
12:25:30BFDiscordBridge<raptor> same, went to team0
12:25:39BFDiscordBridge<Skybax> Hrm
12:26:00BFDiscordBridge<Skybax> It seems like this should be an obvious function but it's not xD
12:26:38BFDiscordBridge<Skybax> Does the game maybe treat Robots like players instead of like every other thing you can add from the code?
12:27:46BFDiscordBridge<raptor> they are close to players
12:28:06BFDiscordBridge<raptor> not quite though because they don't have a 'gameconnection'
12:29:33BFDiscordBridge<Skybax> In the luadocs under the Robot section I see there's one called setTeam
12:30:03BFDiscordBridge<Skybax> But it references it under BfObject, and robots don't count as objects, right?
12:30:36BFDiscordBridge<Skybax> Compared to Robot::setThrust or something
12:31:00BFDiscordBridge<Skybax> Weird that it's put in the robot section
12:33:39BFDiscordBridge<Skybax> Sorry, I feel like we've been pestering you with new features a lot over the past couple weeks πŸ˜…
12:33:43BFDiscordBridge<raptor> Robots are actually just Ship objects with brains
12:34:12BFDiscordBridge<Skybax> The Ship section also has BfObject::setTeam as a listed function
12:34:16BFDiscordBridge<raptor> yes
12:34:24BFDiscordBridge<Skybax> How to use
12:34:47BFDiscordBridge<raptor> a human players is a combination of a Ship object and a gameconnection and a couple other things
12:35:11BFDiscordBridge<Skybax> Like would I put setTeam ( int -2 ) in the robot file?
12:35:23BFDiscordBridge<raptor> yeah you could try...
12:35:49BFDiscordBridge<Skybax> Do I need to put it in the function main() or just anywhere
12:38:00BFDiscordBridge<raptor> I don't quite remember - I'd have to do some tinkering but right now I'm disabling robot team checks :)
12:38:13BFDiscordBridge<Skybax> Getting lots of errors no matter where I put it lol
12:38:13BFDiscordBridge<Skybax> https://cdn.discordapp.com/attachments/325743140059480065/721810741589704784/unknown.png
12:39:07BFDiscordBridge<Skybax> What does disabling robot team checks do
12:40:17BFDiscordBridge<raptor> it let's me add hostile bots without that error you mentioned
12:40:41BFDiscordBridge<Skybax> ohes
12:40:51BFDiscordBridge<Skybax> That sounds like a win to me
12:41:19BFDiscordBridge<Skybax> Do you think Hostile Bots would be a feature good enough to release 021? lol
12:41:49BFDiscordBridge<Skybax> On top of editor fixes and FF healthbars and set spawn points for flags and soccer balls and core speed customization?
12:43:36BFDiscordBridge<raptor> ok, in Lua, try: bot:setTeam(Team.Hostile)
12:43:55BFDiscordBridge<raptor> :)
12:44:36BFDiscordBridge<Footie 🐧> so much work has been done recently!!!
12:44:50BFDiscordBridge<Skybax> In the robot file or the level file?
12:44:54BFDiscordBridge<raptor> I want this release to serve a few purposes: 1. Bug fixes 2. Some new things that don't break much 3. Healing from the trauma of 020
12:45:15BFDiscordBridge<Footie 🐧> aww
12:46:28BFDiscordBridge<Skybax> raptor where do I put that code πŸ‘€
12:46:31BFDiscordBridge<raptor> have to fight scope creep already :)
12:46:52BFDiscordBridge<raptor> do it in main()
12:47:06BFDiscordBridge<Skybax> In the robot okay
12:47:11BFDiscordBridge<raptor> yes
12:48:11BFDiscordBridge<Skybax> Whoa
12:48:16BFDiscordBridge<Skybax> It spawned in the hostile spawn!
12:48:19BFDiscordBridge<Skybax> But it's still blue
12:48:22BFDiscordBridge<Skybax> But I guess that's fine
12:48:42BFDiscordBridge<Skybax> Even just being able to give bots a separate spawn is awesome
12:48:48BFDiscordBridge<Skybax> Let me test it with multiple teams
12:49:55BFDiscordBridge<raptor> oh wow... that suggests the team stuck
12:50:09BFDiscordBridge<Skybax> Oh wait no
12:50:17BFDiscordBridge<Skybax> Now I can spawn in hostile spawns as well lol
12:50:24BFDiscordBridge<raptor> haha
12:50:26BFDiscordBridge<Skybax> Hostile spawns are just neutral spawns xD
12:50:46BFDiscordBridge<Skybax> I was so excited xD
12:51:57BFDiscordBridge<Skybax> How did you do that without me having to download a new version
12:54:40BFDiscordBridge<raptor> using the script seems to bypass that check
12:55:50BFDiscordBridge<raptor> if you did: logprint(bot:getTeamIndex())
12:56:06BFDiscordBridge<raptor> in some other function in the script, does it maintain the team number?
12:57:01BFDiscordBridge<Skybax> I'll check
12:58:01BFDiscordBridge<Skybax> That just crashed the bot lol
12:58:48BFDiscordBridge<Skybax> Okay I put it somewhere else
12:58:51BFDiscordBridge<Skybax> And it says it's team 1
12:58:57BFDiscordBridge<raptor> ah rats
13:02:53BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> 2: asteroid teams πŸ‘€ πŸ‘€ πŸ‘€
13:03:14BFDiscordBridge<Skybax> πŸ‘†πŸ»
13:03:40BFDiscordBridge<Skybax> tbh I feel like it's even ready for a new release right now
13:03:46BFDiscordBridge<Skybax> Hostile Bots would make it double ready
13:05:13BFDiscordBridge<raptor> π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚: does displaying the welcome message work for you?
13:05:26BFDiscordBridge<raptor> if you set it in the HOST GAME menu, I don't even get it on server start up
13:05:50BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> It does on my regular bitfighter, are you asking about new dev build? @raptor
13:06:06BFDiscordBridge<raptor> no, it doesn't even work for my regular 019g
13:06:27BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> It worked last time I hosted
13:06:49BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> it works on pleaides
13:07:10BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> https://cdn.discordapp.com/attachments/325743140059480065/721818035035308093/unknown.png
13:07:29BFDiscordBridge<Skybax> Welcome Massage
13:07:33BFDiscordBridge<raptor> just joined... didn't get it
13:08:17BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> wonder if there's some circumstances it doesn't trigger then because last time I used it it posted the DnD welcome message like 20 times
13:09:10BFDiscordBridge<raptor> is that a bug, too? posting over and over?
13:10:06BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> No its just people kept leaving and rejoining lol
13:11:41BFDiscordBridge<raptor> does it post to everyone anytime someone joins?
13:12:24BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> yea
13:12:49BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> It should probably do it as a pm rather than an announcement though lol
13:13:01BFDiscordBridge<raptor> ok, i'll write that down...
13:14:06BFDiscordBridge<Skybax> Does this code make sense if(Ship:hasFlag() = false) then ship:setHealth(0) end
13:14:27BFDiscordBridge<raptor> need two equals?
13:14:30BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> == != =
13:14:37BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> but yeah that blows up the ship
13:14:43BFDiscordBridge<raptor> @π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚ that was the worst response
13:14:46BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> And gives credit for killing to the levelgen
13:14:47BFDiscordBridge<Skybax> Okay that was the only error?
13:14:49BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> bows
13:14:56BFDiscordBridge<Skybax> Cool
13:16:01BFDiscordBridge<raptor> levelgen gets highest threat level
13:16:03BFDiscordBridge<Skybax> mmmm the bot crashed
13:16:14BFDiscordBridge<raptor> lowercase 'ship'
13:16:16BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> if you need help remembering skybax just repeat this nursery rhyme: "equals equals not equals equals"
13:16:33BFDiscordBridge<Skybax> Ahh
13:17:16BFDiscordBridge<Skybax> mmm do I have to make it global?
13:17:52BFDiscordBridge<Skybax> https://cdn.discordapp.com/attachments/325743140059480065/721820728546164898/unknown.png
13:18:28BFDiscordBridge<Skybax> Also I just realized you don't pick up a flag you spawn on unless you move
13:18:31BFDiscordBridge<Skybax> So uh
13:18:48BFDiscordBridge<Skybax> I probably need a different reason to blow up the ship
13:19:05BFDiscordBridge<raptor> usuallyt you get it by running a getShip() function or it's given from one of the event functions (e.g. onShipEnteredZone)
13:19:27BFDiscordBridge<Skybax> I'm trying to make it so whenever the ship scores it dies
13:19:41BFDiscordBridge<raptor> what a brute
13:20:15BFDiscordBridge<raptor> ok you are using onScoreChanged ?
13:20:50BFDiscordBridge<Skybax> I didn't see that in the ships lol but that could work
13:20:57BFDiscordBridge<Skybax> Does that apply to any score or can I make it team based?
13:21:05BFDiscordBridge<raptor> you get a 'player' in that method. use it like so: local ship = player:getShip()
13:21:30BFDiscordBridge<raptor> then make sure to do a nil check: if ship ~= nil then -- kill them all! end
13:21:46BFDiscordBridge<raptor> any score change
13:21:52BFDiscordBridge<raptor> so you have to check exactly what happened
13:22:07BFDiscordBridge<Skybax> Hmm
13:22:18BFDiscordBridge<raptor> you get this: onScoreChanged(num scoreChange, num teamIndex, PlayerInfo player)
13:22:52BFDiscordBridge<raptor> so you can then test the 'teamIndex', get the ship from 'player', and be merciless
13:23:08BFDiscordBridge<Skybax> I'm currently struggling to understand what you just said
13:24:00BFDiscordBridge<raptor> let me get you an example
13:24:30BFDiscordBridge<raptor> is this a levelgen or bot script?
13:25:01BFDiscordBridge<Skybax> Bot
13:25:40BFDiscordBridge<raptor> oh
13:26:05BFDiscordBridge<Skybax> Although if making it a levelgen would be easier lol
13:26:27BFDiscordBridge<raptor> do you understand the events?
13:26:41BFDiscordBridge<Skybax> I'm planning on only the bot ever having the flag, so I figured I'd only need to apply the score == death to the bot
13:27:53BFDiscordBridge<Skybax> onScoreChange is whenever the score changes Not really sure what player.getShip() does Have no idea what ~= means
13:29:33BFDiscordBridge<raptor> Given these events: http://bitfighter.org/luadocs/group___event_enum.html in main() do: --- bot:subscribe(Event.ScoreChanged) --- use a function called: --- function onScoreChanged(scoreChange, teamIndex, player) if teamIndex == 2 then local ship = player:getShip() if ship ~= nil then logprint("we have the ship, captain") end end end ---
13:30:19BFDiscordBridge<raptor> the idea being a script or bot can subscribe to a particular event and handle it to its satifaction
13:34:27BFDiscordBridge<Skybax> Would that be easier than onShipEnteredZone ?
13:35:34BFDiscordBridge<Skybax> Keep in mind I'm like a Junior Junior Junior Junior Developer
13:36:55BFDiscordBridge<raptor> I don't knwo what would be easier
13:37:05BFDiscordBridge<raptor> the zone events are very nice
13:37:16BFDiscordBridge<raptor> it depends on your use case
13:37:45BFDiscordBridge<raptor> i like to use zones and zone events, then check the zone ID and do an action based on it
13:38:15BFDiscordBridge<Skybax> So I could just put levelgen zones under the goalZones
13:38:28BFDiscordBridge<raptor> you can just use the goalzones
13:38:44BFDiscordBridge<raptor> they're already zones and the event triggers on them, too
13:38:49BFDiscordBridge<Skybax> Ah okay
13:39:06BFDiscordBridge<raptor> BUT it's not guaranteed that a ship crossing a zone will score... may be an enemy... or a weird bug
13:39:26BFDiscordBridge<Skybax> Right it would have to be only that specific ship would trigger the kill event
13:39:46BFDiscordBridge<Skybax> Could I give an ID to a bot?
13:41:45BFDiscordBridge<raptor> I have no idea
13:41:51BFDiscordBridge<raptor> maybe in a level file
13:42:13BFDiscordBridge<Skybax> I wanna learn but it's confusing πŸ˜†
13:42:40BFDiscordBridge<raptor> the scripting system is basically: bobdaduck pushes the limits, raptor fixes
13:44:07BFDiscordBridge<Skybax> tbh none of this matters if hostile bots don't work. This concept is contingent on them being a thing
13:45:14BFDiscordBridge<raptor> yeah I still haven't found why their team is being changed. I did find you can do: /addbot s_bot Hostile
13:45:40BFDiscordBridge<Skybax> ohes
13:45:48BFDiscordBridge<raptor> but it dumps them on one of the normal teams
13:45:55BFDiscordBridge<Skybax> That just said invalid team for me
13:46:10BFDiscordBridge<raptor> oh wait - uhh... yeah nevermind
13:46:24BFDiscordBridge<raptor> that was with my code hacks
13:46:37BFDiscordBridge<Skybax> hacker raptor
13:47:05BFDiscordBridge<raptor> I'm think about releasing 021 with rudimentary discord integration
13:47:14BFDiscordBridge<Skybax> Is it like one of those things so hardwired into the game that it's almost impossible to change Likes barriers updating on clientside
13:47:21BFDiscordBridge<raptor> it'll at least say your Playing Bitfighter...
13:47:30BFDiscordBridge<Skybax> That would be cool
13:51:10BFDiscordBridge<raptor> @Skybax what bot are you using as an example?
13:51:25BFDiscordBridge<Skybax> -- Shielding bot! -- by ford for Skybax function main() -- Globals firstTick = true bot:setTeam(Team.Hostile) end function getName() return "ShieldBot" end function onTick(deltaTime) if(firstTick) then firstTick = false bot:setLoadout(Weapon.Phaser, Weapon.Burst, Weapon.Triple, Module.Shield, Module.Repair) end bot:setEnergy(1) bot:fireModule(Module.Shield)
13:51:25BFDiscordBridgeend
13:52:05BFDiscordBridge<Skybax> Infinite shield bot
13:54:18BFDiscordBridge<raptor> haha
13:54:37BFDiscordBridge<raptor> i'd also look at the bots in the 'robots' folder distributed with the game
13:54:48BFDiscordBridge<raptor> basically any one but s_bot
13:55:06BFDiscordBridge<Skybax> Yeah I've looked through them. This is the bot I'm trying to use in the concept tho lol
13:55:50BFDiscordBridge<Skybax> I want to be able to spawn the bot somewhere else from the players, so either a botSpawn or a Hostile Spawn
13:58:32BFDiscordBridge<raptor> You might be able to just setPos()
13:58:39BFDiscordBridge<raptor> and 'warp' the bot there
13:58:42BFDiscordBridge<Skybax> Oh true
13:58:58BFDiscordBridge<Skybax> Hmm
13:59:07BFDiscordBridge<Skybax> That would be levelgen tho probably right?
13:59:57BFDiscordBridge<raptor> i know at least levelgen can do it
14:00:07BFDiscordBridge<raptor> but you might try: bot:setPos(0,0)
14:00:18BFDiscordBridge<raptor> put whatever grid x,y for 0,0
14:01:17BFDiscordBridge<Skybax> It didn't like that
14:01:30BFDiscordBridge<Skybax> Bot crash
14:01:32BFDiscordBridge<raptor> @π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚ do you think I can finally remove the deprecated Lua functions? They were supposed to be gone in 019a..
14:02:05BFDiscordBridge<raptor> (I'm hoping you've updated your scripts)
14:10:41BFDiscordBridge<Skybax> How to setId on bot
14:10:52BFDiscordBridge<Skybax> Tried BfObject:setId(1)
14:10:53BFDiscordBridge<Skybax> Crash
14:10:56BFDiscordBridge<Skybax> Probably doing it wrong
14:10:58BFDiscordBridge<raptor> bot:
14:11:03BFDiscordBridge<Skybax> ah
14:11:16BFDiscordBridge<raptor> use 'bot:' to refer to itself as a BfObject (I thnk)
14:11:27BFDiscordBridge<Skybax> Heyyy it's alive
14:11:43BFDiscordBridge<Skybax> dunno if it worked but it didn't crash at least
14:14:19BFDiscordBridge<Skybax> How do I use the onShipSpawned event
14:14:28BFDiscordBridge<raptor> carefully
14:14:37BFDiscordBridge<raptor> example:
14:15:02BFDiscordBridge<raptor> --- function onShipSpawned(ship) -- Remind the player of the wisdom of Timecube if ship ~= nil then ship:setLoadoutNow(startingLoadout) local playerInfo = ship:getPlayerInfo() if playerInfo ~= nil then local playerName = playerInfo:getName() end end end ---
14:15:28BFDiscordBridge<raptor> ignore that comment in there
14:15:34BFDiscordBridge<Skybax> Would function onShipSpawned(ship) bot:setPos(0,0) end work?
14:15:51BFDiscordBridge<Skybax> Or do I have to do the if then
14:15:54BFDiscordBridge<raptor> that would reset the bot any time *any* ship spawned
14:15:58BFDiscordBridge<Skybax> Ahhh
14:16:22BFDiscordBridge<raptor> these events are indiscriminate - you have to do checks/filtering inside the function yourself
14:16:33BFDiscordBridge<Skybax> So is that what you were talking about before with local ship
14:17:43BFDiscordBridge<Skybax> I'm still doing something wrong because that didn't move the ship even after I respawned lol
14:18:18BFDiscordBridge<raptor> i'm not sure if it'd work on a bot...
14:19:41BFDiscordBridge<raptor> setPos() on ships can be a little weird - i got it to work for 019f
14:19:54BFDiscordBridge<raptor> and used it in a contest entry that wrapped ships around the map
14:22:24BFDiscordBridge<Skybax> What does if ship ~= nil do
14:22:58BFDiscordBridge<raptor> check to make sure the ship exists
14:23:05BFDiscordBridge<raptor> we call it a 'nil check'
14:23:05BFDiscordBridge<Skybax> Interesting check
14:23:31BFDiscordBridge<raptor> in networked games, there are weird cases arise due to timing that can make objects disappear in the middle of a script running
14:23:53BFDiscordBridge<raptor> so a nil check on a ship object is usually a good idea
14:24:05BFDiscordBridge<Skybax> Ok so if I set the bot ID to 1, would I be able to reference a ship with an ID of 1 in the onShipSpawned event?
14:24:40BFDiscordBridge<raptor> yes, but only if it's possible to set the ID of a bot - I'm not sure I've seen anyone attempt to do that before
14:24:49BFDiscordBridge<raptor> you may have to reset the ID everytime the bot spawns
14:24:55BFDiscordBridge<raptor> re-set
14:24:56BFDiscordBridge<Skybax> Well I put the code and it didn't yell at me
14:25:07BFDiscordBridge<Skybax> But I guess that's not saying it's working
14:25:42BFDiscordBridge<raptor> logprint is your frient
14:25:44BFDiscordBridge<raptor> friend
14:26:01BFDiscordBridge<Skybax> So do logprint(getId())?
14:26:09BFDiscordBridge<raptor> bot:getId()
14:27:52BFDiscordBridge<Skybax> It works
14:27:54BFDiscordBridge<Skybax> Bot ID is 1
14:28:08BFDiscordBridge<Skybax> Dunno about having to reset it tho. This bot is unkillable
14:28:47BFDiscordBridge<Skybax> So then what would I put with onShipSpawned that would reference the bot ID
14:29:42BFDiscordBridge<raptor> nil check the 'ship', then call something like: if ship:getId() == 1 then ...
14:30:01BFDiscordBridge<raptor> brb
14:31:56BFDiscordBridge<Skybax> function onShipSpawned(ship) if ship ~= nil then if ship:getId() == 1 then ship:setPos(0,0) end end end
14:34:38BFDiscordBridge<Skybax> big sploof
14:34:41BFDiscordBridge<Skybax> didn't do anything
14:55:16BFDiscordBridge<raptor> Does the bot already exist at 0,0 ?
14:55:22BFDiscordBridge<Skybax> No
15:16:10BFDiscordBridge<Skybax> I'm at a loss lol
15:20:03BFDiscordBridge<raptor> oh
15:20:32BFDiscordBridge<raptor> can you send me your bot, i'll take a look
15:22:39BFDiscordBridge<Skybax> Sure
16:30:32BFDiscordBridge<raptor> question: If a team scores a touchdown in retrieve, and there are more flags than zones, what should happen to the remaining flags?
16:33:36BFDiscordBridge<Skybax> They should all go back to their spawn
16:33:46BFDiscordBridge<raptor> I agree
16:33:57BFDiscordBridge<raptor> because it's easier to code that way
16:34:09BFDiscordBridge<Skybax> Even the ones people are holding
17:05:04BFDiscordBridge<raptor> right now (019g) all flags are returned except any team flags, e.g. blue scores a touchdown (1 blue flag, 1 neutral) and red has a red flag already in a zone. Only the blue/neutral flags are returned
17:11:59BFDiscordBridge<Skybax> That makes sense
17:12:12BFDiscordBridge<Skybax> For some reason I was only thinking of neutral flags
17:12:35BFDiscordBridge<Skybax> All flags that aren't an enemy team and aren't in a zone should return
17:15:22BFDiscordBridge<raptor> OK
17:31:23BFDiscordBridge<raptor> won't allowing retrieve with more flags than goals break some maps? I seem to remember that disallowing a retrieve score was a mechanic used a few times
17:32:37BFDiscordBridge<raptor> maybe that's a @Quartz / @π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚ question
17:42:54BFDiscordBridge<Skybax> I don't know of any personally
17:44:28BFDiscordBridge<Quartz> Idk
17:53:07BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> uh yes but only dumb maps
17:53:21BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> like my classic "bobmap so hard"
17:53:27BFDiscordBridge<raptor> is this still a wanted feature?
17:53:30BFDiscordBridge<π”Ήβ£π”Ήπ”»π”Έπ”»π•Œβ‚‘π•‚> yea
17:55:16BFLogBot Repo: bitfighter | Commit: c10e8d72d6 | Author: raptor | Message: Allow retrieve touchdowns with more flags than goals.
17:55:20BFDiscordBridge<raptor> done
18:14:31BFDiscordBridge<raptor> absent any new really compelling (for me) features, I think all that's left for 021 is some bugfixing and code cleaning
18:29:46BFDiscordBridge<Footie 🐧> yay
19:05:41BFDiscordBridge<raptor> Any other niggling bugs/small improvements from the community?
19:06:11BFDiscordBridge<Skybax> πŸ‘€
19:31:12BFDiscordBridge<Little_Apple> can you unremove the escape key firelock bug/feature
19:31:29BFDiscordBridge<raptor> please explain where that is again?
19:34:47BFDiscordBridge<Little_Apple> it used to be where if you are holding fire and hit escape and release fire it continues to shoot
19:34:53BFDiscordBridge<raptor> Little_Apple: I mean, can you please explain what you want to happen
19:35:33BFDiscordBridge<raptor> which behavior is preferred?
19:36:01BFDiscordBridge<Little_Apple> i liked having a way to kill cores without touching any keys lol
19:36:22BFDiscordBridge<raptor> ah ok - so you like to shoot, then press ESC and have it keep shooting?
19:36:35BFDiscordBridge<Little_Apple> yep
19:37:31BFDiscordBridge<raptor> I wonder why that was removed - it must have had some other side-effect
19:42:51BFDiscordBridge<raptor> I think that change was a result of switching to SDL2 - was this a really long time ago?
19:50:33BFDiscordBridge<Little_Apple> dunno
19:50:54BFDiscordBridge<Little_Apple> i just remember someone bringing it up as a bug and it being gone the next update
20:06:13BFDiscordBridge<raptor> Found the issue: https://github.com/bitfighter/bitfighter/issues/299
20:06:32BFDiscordBridge<raptor> it was causing crashes in the editor, I think. Fixed between Jan 21 and 24, 2014
20:07:54BFDiscordBridge<raptor> and this is the offending commit: https://github.com/bitfighter/bitfighter/commit/cd3974e6
20:07:56BFDiscordBridge<Skybax> Def seems like a bug regardless
20:08:13BFDiscordBridge<raptor> which way seems like a bug?
20:08:13BFDiscordBridge<Skybax> Autofire lol
20:08:26BFDiscordBridge<raptor> yeah
20:08:31BFDiscordBridge<Skybax> Being able to shoot without pressing something would seem like a bug
20:09:12BFDiscordBridge<raptor> maybe the real fix is to provide a 'turbo' switch (some other key maybe) like they used to have on old genesis/snes controllers
20:10:59BFDiscordBridge<raptor> I don't think I want to undo this particular commit - it fixed a load of bugs with keys and UIs
21:00:26BFDiscordBridge<Little_Apple> gotcha
21:04:06BFDiscordBridge<raptor> I'm sorry to disappoint - maybe there's another workaround
21:07:37BFDiscordBridge<Little_Apple> maybe a paperweight strategically placed on left click
21:17:50BFDiscordBridge<raptor> that is an excellent idea
21:18:27BFDiscordBridge<Da_King1085> i use a d battery on the touchpad ._.

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