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Repeating the Obvious #1233
Repeating the Obvious #1233
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…are easy additions
…ndle a wading status, before drowning; when player with llu or vehicle with player with llu come into contact with water in this wading state, the llu is lost and the facility hack ends; adding messages to support this and differentiate from an llu facility capture timeout
…arrier, until the hack is finished
… but item winds up in hand due to lack of space, but it works)
…pped equipment is limited to special equipment; report a player pointlessly
…hey spawn on that ams, and for the last round of spawnees when the vehicle finally deconstructs; due to use of the word 'bound' this may be an incorrect application, but matrixing doesn't work anyway
…on spawn pad; tempo on message delivery is different than usual
…en player attempts to bail in a warp gate; message when player attempts to bail from a droppod; stop player from succeeding in bailing from a droppod
…ld deactivates when out of capacitor power or when max opens fire; message when ams can not deploy because it is blocked by other entities; message when facility capture requires ntu
* just some tinkering and clean-up * converted DeployItem from AvatarService to LocalService; attempt at resolving missing overwhip yellow ring is complicated; vehicle ownership packet wqorks on deployables that are mountable, but is less successful on normal simple deployables * restoration of yellow ring of ownership around deployables; changes to variant of CommonFieldData transcorder used on certain deployable transcoders; static values are assigned parameter names and public variables are given types for completion * initial packet for GenericObjectAction2Message and tests; repaired transcoders and tests for TRAP and small turrets * force redraw of the whole boomer to assert reassignment of ownership; it's heavy-handed but it works * deployable ownership should be asserted during both re-zoning and revival; refactoring of code in ZoningOperations
… but item winds up in hand due to lack of space, but it works)
…commodate an explicit caller, and that changed a whole lot of the deployment loop for messages; environmental activity was modified to maointain a more responsible start/stop transition; many many test changes (still an issue with a lot of them)
…pass successfully, tho resource silo use remains coin flip; what sorcery is this
… environment in general rather than just water interaction; flag lost violently due to warp gate envelope interaction; flag lost due to be dropped in an unsafe position
The depth to count as wading is much more dynamic for vehicles. |
Working: Not working: I don't think some of these AMS/Router messages were implemented, but they probably should be.
Didn't trigger.
Didn't trigger near TRAP.
Routers can be deployed right next to each other (new bug) and so this never triggers. NC MAX shield depleted due to empty capacitor doesn't show up.
Should be implemented too if ArmorShieldOff is. The AMS decay messages were indeed meant for players that were matrix bound to the AMS. Reporting players works, you can even report yourself. This should probably give more feedback saying the feature is currently not implemented to avoid possible confusion. Still need to test the LLU/drowning stuff. |
A preface I forgot to add is that I only implemented messages that I have found in our packet captures. Messages that do not show up in our packet captures, I do not know about.
The trigger for being "clear" of a vehicle pad so that the next vehicle order may be processed is distance, and the distance is not actually that far. Different pads may have different messaging results due to the speed of the vehicle or the forced pathing the vehicle must take. For example, this was mostly tested from the ground vehicle pad in a dropship facility (good ol` Anguta, Ceryshen) but vehicles were also pulled from Tootega, Ceryshen, and from Sanctuary, during the course of this branch. It's difficult for me to test multiple players pulling a vehicle without forcing certain results such as the not being able to mount contingency. Also, too many players will grind my clients to a standstill. While it sound like the order routine doesn't reset properly, the fact that it takes the game seven seconds to spawn a single vehicle and move it off the platform far enough needs to be examined.
I only implemented
Will check written conditions.
Never saw this message used. It's always just the normal shield activated protocol followed by the normal shield deactivated protocol, or the normal plus override, or just the off message. The existence of unused or virtually unreachable messages is possible.
Counterpoint: reporting players never seems to help anyway. |
-Both vehicle jack messages work. Haven't seen anything weird with the new drowning system LLU carrier timer is not always synced to the base hack timer, it was off by 3 seconds for a carrier. Only had this happen once so far.
I cannot confirm that message was used either. |
So, about If we include interference information, it'd have to be custom. |
…aring countdown after vehicle spawn should stop countdown from appearing in subsequent vehicle spawns
Interference should block on same vehicle and preexisting shared group 3 - the AMS / TRAP group. Blocked pad warning should reset upon progress in the vehicle order queue. Causing the NC MAX shield to lose power will cause |
That's a good thing in this case as long as everything remains working. It's a failsafe for failing to seat the driver or failing to move the new vehicle from the spawn pad.
I think you can lose your animal husbandry license for this. |
20m should be enough. |
20 meters is working for AMS', TRAPs and different Routers. The only problem is that a single Router cannot be deployed near an AMS now, it should allow for one within the cloaking bubble which is/was the most common way of using them. |
Both of these messages are also working. |
Signs are like insurance. The people who want don't need, and the people who need don't want, and when things go wrong everyone complains about it not being helpful enough to a customer service representative.
These messages mainly become visible in events chat under certain circumstances. Determining these circumstances based on the format of the message, and accounts by former players, is the most difficult part of this effort. A lot of it was determined just by reading the messages generated and deciding on an interaction to target. The server is developed enough that the majority of cases are either already represented or are easily integrated without extensive changes. With the exception of a few messages, all of these are just plain packets dispatched in already defined cases. The most common type of
ChatMsg
is known internally asUNK_227
and all that does is print a text string into the events chat (the text region above normal in-game chat). Different messages use different message types, eliciting different effects from the client, including sound effects, splash text that covers the middle of the screen, a message integrated into in-game chat, infrequently color, etc..To be completely clear, the messages are actually short-hand fragments that expand into much more details alerts. They begin with an
@
symbol and may use^
and~
to mark off regions where customization text can be defined. They are all transmitted to the client though theChatMsg
packet.Features
ams_decayed
- The conclusion of an ownerless decay for an AMS, this message indicates the decay for the vehicle is over finally and it will deconstruct. Only players whose immediate last spawn is the AMS will see this message. The message might have been intended for players that have bound themselves to the AMS rather than those who have spawned on it.ams_decaystarted
- If an AMS goes ownerless, this warning will be issued to every player whose previous spawn point was that AMS, as a warening that someone must claim it post haste. The message explicits calls out 15 minutes, so that is the deconstruct time, give or take a few seconds. If the player respawns somewhere else other than the AMS, they will not see this message. Only players whose immediate last spawn is the AMS will see this message. According to the literal text, the message might have been intended for players that have bound themselves to the AMS rather than those who have spawned on it.ArmorShieldOff
- If the player belongs to the New Conglomerate, and is wearing a mecahnized assault exo-suit, and the player is using the special ability of that MAX - the energy shield, if the player runs out of power from its capacitor, then the shield will deactivate.ArmorShieldOverride
- If the player belongs to the New Conglomerate, and is wearing a mecahnized assault exo-suit, and the player is using the special ability of that MAX - the energy shield, and the player is opening fire with its arm weapon, then the shield will deactivate.CannotBailFromDroppod
- Although the drop pod model does possess a door on its side that will allow a player to step out of it in midair during a bail, this is unused and should never be seen. The drop pod should never be bailed from as the drop pod itself is a form of bailing.CMT_CULLWATERMARK_success
- When the watermark has been successfully culled by a prior command message. Not really useful for anything.CTF_Failed_FlagLost^
- During a facility capture that involves the LLU, if the LLU enters a state where it should become unreachable and the facility hack should be cancelled, this message will display as the facility is restored to its normal (current) circumstances. The main way the LLU can become "lost" is by being destroyed on account of the user stepping into an environmental hazard but it will also trigger upon entering a warp gate bubble.CTF_Warning_Carrier^
,CTF_Warning_NoCarrier^
,CTF_Warning_Carrier1Min^
,CTF_Warning_NoCarrier1Min^
- During a facility capture that involves the LLU, after a certain period where the capture has not been completed by a successful delivery of the LLU, a periodic warning will be displayed about the necessity for completing the hack in a certain way. A timeout will occur if the LLU is not delivered. These warnings are displayed at 10 minutes until timeout, 5 minutes until timeout, and a special format message that always calls out the last minute until timeout ("within the next minute"). Rather than be given their own dedicated timer protocol, these messages piggyback off the high frequency capture flag timer that updates the state of the flag to all people on the server, but sends only to the faction that should manipulate the flag.DeployingMessage
- Displays when a vehicle enteres a "deployed" state (DriveState.Deployed
only).FacilityRequiresResourcesForHackCriticalWarning
- If a facility hack had been executed but the NTU drains itself at some point before five minutes completion, this message will be displayed at 5 minutes before the hack completes. If the facility does not return to positive NTU levels, the completion of the capture effort will result in a neutral-aligned facility.FacilityRequiresResourcesForHackWarning
- If a facility hack had been executed but the NTU was already drained before it started, this warning will be displayed at the start of the hack. It specifically mentions a 15 minute hack.InventoryPickupNoRoom
- When the player collects an item (equipment) from the ground, it will either be placed in one of the player's inventory slots, or in the player's free hand. If it has gone into the free hand, the item has failed to find free space in the backpack and will probably be dropped on the ground again.ItemsDeconstructed
- When switching exo-suit types from an order terminal, and switching to an exo-suit type with smaller inventory space, common and faction-affiliated items are deleted from the backpack rather than being dropped on the ground. Certain items that are too important to be deleted, either needing to be maintained for the sake of server stability, or are too valuable to just allow the player to lose, are still dropped. The MAX arm weapon is always deleted when switching from a MAX suit to a vanilla exo-suit and does not count towards the appearance of this deletion message.JackStolen
- When a player jacks another player's vehicle, this is the message will appear in chat for the jackee, alerting them to the fact that theit vehicle has been stolen. This message will be in red.JackVehicleOwned
- When a player jacks another player's vehicle, this is the message will appear in chat for the jacker, alerting them to the fact that they now own the vehicle they have stolen.no_permission
- When the player attempts to use a command that they do not have permission for, this message is down. This is most likely for attempting to use a command that is above one's mod status - a normal player calling a CSR/GM only command - but it should activate for any sort of message that is not supported under the current conditions.nomove_intersecting
- If a deployable is blocked by another deployable entity, or an entity within the same entity shared group, it will not be placed. The message does not distinguish between being absolutely right on top of another entity or just too close to a valid blocking entity. This may not be the correct message for this situation but it does get the point across.nodeploy_ams
- When a vehicle that is an AMS can not transition to a deploy state, this message will be displayed instead of a generic custom one.PadDeconstruct_Done
- When a player orders a vehicle spawn but, for whatever reason, is not capable of mounting the vehicle upon it being spawned, but that does not also count as a reason for the vehicle order being invalidated, the vehicle shall sit idle and occupy its spawn pad. The owner, while that player remains the owner, will see this message when the idling vehicle is finally deconstructed.PadDeconstruct_secsA^
- When a player orders a vehicle spawn but, for whatever reason, is not capable of mounting the vehicle upon it being spawned, but that does not also count as a reason for the vehicle order being invalidated, the vehicle shall sit idle and occupy its spawn pad. The owner, while that player remains the owner, will see this message before the vehicle is deconstructed across 30 seconds, at 23 seconds, at 15 seconds, and at 8 seconds.rpt_i
- Typing/report <player name>
in chat will result in this message that says "Player reported ...". The call and respond work properly even if the actual feature doesn't.SA_CannotBailAtThisTime
- A generic message expressing an inability to bail, though used here mainly for vehicles that are under the control of auto-pilot conditions such as having just been spawned and moved away from the vehicle pad. Drop pods do not count.SA_CannotDismountAtThisTime
- A generic message expressing an inability to dismount, though used here mainly for vehicles that are under the control of auto-pilot conditions such as having just been spawned and moved away from the vehicle pad.TooFastToDismount
- When in a moving vehicle, a player can can not dismount. (But the player may try to bail.)UndeployingMessage
- Displays when a vehicle enters an "undeployed" state (DriveState.Mobile
only).Vehicle_CannotBailInWarpgateEnvelope
- The warp gate envelopes (the bubble) are special places and count as safe, protected regions. There is no reason to bail while in them.Vehicle_OS_PlacedOutsideHallway
- When the orbital shutle is to take off, anyone in one of the shuttle's gantry hallways will be ejected outside of the hallway into the HART shuttle building lobby,Other Features
WithWater
for both players and vehicles now keeps track of casual interaction with water, a state called "wading". A player or vehicle will wade through water up to the point where the player begins the process of drowning (or remains wading in water, if the vehicle floats or hovers). To accommodate this state of "interacting, but not drowning", the drowning environmental interaction was completely reworked to detect this initial shallow walking then revisit and test as many times as is necessary until the depth for drowning is achieved. It can then transition between dry--wading--drowning--wading--dry as many times as necessary. Wading currently begins at 0.2f depth from the surface for both players and vehicles. See:@CTF_Failed_FlagLost^
.Caveats
Addenda
@ams_decaystarted
and@ams_decayed
, a custom message has been included that is based on the former's message format, dropping the explicit time limit. This custom message will be seen by every player who spawns on an AMS while it is undergoing a state of ownerless decay at their timwe of spawn.