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Author Topic: Is this skill possible?  (Read 195 times)
amiq
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« on: November 21, 2009, 04:04:05 PM »

Would this skill be possible?
A player would be invisible from far away but would get more visible when enemy is coming closer to him
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Sasuke[Icetouch]
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« Reply #1 on: November 21, 2009, 04:34:42 PM »

No, you would have to check each player of the whole map moving if he is coming closer to the invisible man, and change the color from the invisible to a more visible one. That would have an global effect and would let everyone see the invisible guy.
So, no.
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DanMister
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« Reply #2 on: November 21, 2009, 04:39:34 PM »

it would be a reallly cool skill though : D
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Sasuke[Icetouch]
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« Reply #3 on: November 21, 2009, 04:50:12 PM »

But impossible. Smiley
Had a few cool and impossible ideas too, but too bad es isn't that far to make everything possible Smiley
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amiq
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« Reply #4 on: November 21, 2009, 04:57:31 PM »

ok thanks guys Smiley
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Zawmbee
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« Reply #5 on: November 21, 2009, 06:00:37 PM »

Possible, do a check for only the nearest person, enemy if you wish, then set variable accordingly.  Get the distance between the closest person and you and have the variable either divide or multiply depending on the amount you set in percentage.
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Sasuke[Icetouch]
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« Reply #6 on: November 21, 2009, 09:20:16 PM »

You can't get only the nearest person, you would have to check all persons for their range to you, and then filter the nearest out.
What would you want to set a variable for? You can't change the appearance of players client sided, if you change the player's visibility, it changes for everyone.
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Yiyas
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« Reply #7 on: November 21, 2009, 09:30:02 PM »

I guess the simplist way to do this is to reverse how the general "thermal vision" stuff works. Make the race 100% invis but depending on how close another player is they show up as a dim->strong blue orb, to that person only, or something. A good fun est_effect + est_near combo.

Nice idea I must say but unless it's knife you'll have to add in effects for when the player shoots or have it pistol only so that they dont totally bumrape people Wink Fun nonetheless.

However, and forgive me if I am jumping to conclusions, I believe this is beyond your ESS coding abilities at this particular time to do solely alone. Hopefully someone else will understand my idea and do it that way cause I don't have the time to write it up at the moment, I'm sorry.
« Last Edit: November 21, 2009, 09:33:12 PM by Yiyas » Logged

Sasuke[Icetouch]
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« Reply #8 on: November 21, 2009, 09:49:46 PM »

Well, that would be a way, but only once.
The effect would be created only once on the invisible player, you can't really change the transparency of that effect so that it makes sense to lvl it, and if the players moves, you would have to move the effect too, and save that for each player, remove it on death too.
Would be a complicated skill, and, in my opinion still 'nearly' impossible.
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Yiyas
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no1yiyas
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« Reply #9 on: November 21, 2009, 11:16:44 PM »

Not at all.

This is how I'd do it, much like any repeated block.

---
in block load it'd be regcmd'd radius_invis

in the block radius_invis it'd have set 0s and getargvs

it would then check if the player is alive and the round is the same, if those are true then it will pass
  - within this pass:
      it would check everyone in a radius, probably dependant on the skill level, using est_near
      - within the est_near:
         find the distance between the user and the person targeted
         use that to scale alpha from something like 0(furthest away) to 255(really close)
         if wanted you could have a setting in the skill to divide this value afterwards
         do an est_effect which will show only to the person targeted using est_near
      after that it'd have es_delayed 0.5-1.0 radius_invis user radius level round
  - if it doesn't pass?
    does nothing, stops the loop.
----

Only problem with this I could think of is lag. Regeneration works in exactly the same principle but regeneration barely runs once every 3-10s on most servers.

This would need to run at least once a second because if it ran too slow then the effect would not be tracking the player.
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Sasuke[Icetouch]
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« Reply #10 on: November 21, 2009, 11:30:53 PM »

Yep, would cause a bit of lag.
You would have to check that all every second, if there are 2 users of the race you would have to do the same twice and not mix up the variables.
And, how do you create that effect to that player if he's moving? If you do that every second, it could be a bit long, so the distances between the effects if the player is fast enough will just go longer and longer.
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Don't think you can believe in what you thought you could believe in.
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No? Read it again.
Still not?
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Yiyas
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The name's Bugger. De-Bugger.



no1yiyas
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« Reply #11 on: November 22, 2009, 12:44:25 AM »

D: I hate it when it's easier to code it up than explain, I wanna play Neverwinter Nights Angry

Please note that this is practically an explaination of why regeneration is coded how it is coded:


So if you've poked around the wcs_regeneration block then you should get it fine Smiley
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Loaded
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« Reply #12 on: November 22, 2009, 11:35:46 PM »

It's definitely possible but it would be a complete bitch to code.
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Zawmbee
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« Reply #13 on: November 23, 2009, 01:12:08 AM »

It's definitely possible but it would be a complete bitch to code.

false...
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« Reply #14 on: November 23, 2009, 08:56:23 AM »

It's definitely possible but it would be a complete bitch to code.

false...
Agree with zawmb... you can create effects viewed by N players, but you cannot alter existing props/entities to be viewed only by N players.
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