Thread: Ranging and maging

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  1. #1 Ranging and maging 
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    Well i noticed not one server has even confronted the problem of maging, ranging through objects, all they did worry about was fixing noclip buts thats only half the problem. does anyone have any thoughts about fixing this? some objects allow you to range,mage through like craters and gates and such.
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  2. #2  
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    Mister Maggot's Avatar
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    If you posted a topic that actually made sense, you might get some answers..
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    Quote Originally Posted by Mister Maggot View Post
    If you posted a topic that actually made sense, you might get some answers..
    I understood him perfectly, he means we haven't ever acknowledged the problem in our servers that some objects in real RuneScape can be ranged over/maged over and some can't. For example, you can range over a gate, but not over a wall. Understand..?
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  4. #4  
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    i believe the term is clipped projectiles

    Bando (project omega) claimed that he did this on a old source of his but i'm thinking he deleted that project
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    Whats the problem?

    its simple fix.




    simply when u are attacking have it do a check.

    if any of the sqaures from you and the attacker are invalid walkspaces and arent able to be ranged/maged over then simply block the player from casting the spell until they either reattack or move around it or the person they are attacking comes within distance.
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  6. #6  
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    Only Palidino has fixed this, and he won't release, nor sell it.

    It requires you to load the objects from each square, along with the object height then write an algorithm to calculate the path of the projectile (pretty much how the client does), then check all the objects that will be in it's path, if one of the objects is over X height, you can't shoot.

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    Registered Member Slay3r Inc's Avatar
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    "The arrows in my server are magic arrows that can phase through solid mass if targetted @ a person."

    Problem solved.


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    A New Era Approaches.
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  9. #8  
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    I would think simply load all the objects eg the object id and what tile they are at. then simply have it do a check. A gate object does not have the same id as a wall object. So find the path and check all of the tiles and if the tile contains an object id such as a wall then don't let them cast.


    Quote Originally Posted by Luke132 View Post
    Only Palidino has fixed this, and he won't release, nor sell it.

    It requires you to load the objects from each square, along with the object height then write an algorithm to calculate the path of the projectile (pretty much how the client does), then check all the objects that will be in it's path, if one of the objects is over X height, you can't shoot.

    I don't think that objects have an assigned height value?
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  10. #9  
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    How about by default, you have all tiles with objects restrict range/mage combat, and simply add exceptions for safe spots (or you could use object ID but I personally wouldn't).
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  11. #10  
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    Ah... The use of simple math to define a line between 2 points. Deli!
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