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Over watch for Conquer
Discussion on Over watch for Conquer within the CO2 Private Server forum part of the Conquer Online 2 category.
01/07/2014, 07:22
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#1
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Over watch for Conquer
For any one that has played counter strike and knows what Over watch is thinking about making something sorta like that xD need some opinions.
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01/07/2014, 07:36
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#2
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Quote:
Originally Posted by Epic-Chaos
For any one that has played counter strike and knows what Over watch is thinking about making something sorta like that xD need some opinions.
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It might help for those who haven't played to explain what over watch is.
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01/07/2014, 13:04
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#3
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Ever played a game where after you died you then took the perspective of another player and could see everything they can? Pretty much that
TQ obviously had something similar with their arena system.
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01/07/2014, 22:40
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#4
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Quote:
Originally Posted by Aceking
Ever played a game where after you died you then took the perspective of another player and could see everything they can? Pretty much that
TQ obviously had something similar with their arena system.
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Ohhhh - I see. I do something like that with my invisibility command. Basically, my screen system works where if a player isn't in the player's screen dictionary, the player is added an the players swap spawn packets. If the player is invisible, the invisible player simply does not send the spawn packet or any action packets.
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01/07/2014, 23:05
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#5
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Quote:
Originally Posted by Spirited Fang
Ohhhh - I see. I do something like that with my invisibility command. Basically, my screen system works where if a player isn't in the player's screen dictionary, the player is added an the players swap spawn packets. If the player is invisible, the invisible player simply does not send the spawn packet or any action packets.
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Yeah pretty much. Except I assume he wants to have the invisible person basically 'share' the same character, just the visitor wont have any controls.
Almost like the ghost character would receive and send all the same packets (spawn packet etc) as the viewing character.
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01/07/2014, 23:11
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#6
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Quote:
Originally Posted by Aceking
Yeah pretty much. Except I assume he wants to have the invisible person basically 'share' the same character, just the visitor wont have any controls.
Almost like the ghost character would receive and send all the same packets (spawn packet etc) as the viewing character.
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I tried forever to achieve something like that, never found a way to make a packet do the client for example a jump
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01/07/2014, 23:15
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#7
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There is a way to force the character to jump from new clients. I believe it had to do with how interactions function because 'holding hands' or w/e forced you to jump when your partner did the same.
I don't know of a way to make it work in pre interaction based clients but that would work.
You'd just spoof your character ontop of theirs basically and view all of their actions. It's kinda pointless though. best to just make yourself invisible to others and then teleport ontop of them to see what they are doing.
Hell even a /follow x command that teleports you wherever they go would be useful for following a botter/speedhacker that moves too quickly but regardless... OP has not been very clear about the exact functionality of the system he wants.
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01/07/2014, 23:18
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#8
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Quote:
Originally Posted by pro4never
There is a way to force the character to jump from new clients. I believe it had to do with how interactions function because 'holding hands' or w/e forced you to jump when your partner did the same.
I don't know of a way to make it work in pre interaction based clients but that would work.
You'd just spoof your character ontop of theirs basically and view all of their actions. It's kinda pointless though. best to just make yourself invisible to others and then teleport ontop of them to see what they are doing.
Hell even a /follow x command that teleports you wherever they go would be useful for following a botter/speedhacker that moves too quickly but regardless... OP has not been very clear about the exact functionality of the system he wants.
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Teleporting isnt smooth. Just my main point about having a forced jump.
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01/07/2014, 23:18
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#9
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Quote:
Originally Posted by Aceking
Yeah pretty much. Except I assume he wants to have the invisible person basically 'share' the same character, just the visitor wont have any controls.
Almost like the ghost character would receive and send all the same packets (spawn packet etc) as the viewing character.
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Ohhh, I see. There are ways you can do that. You'd could remove the player's mesh so the character doesn't show on the player's screen, add invisibility to the player so the other people can't see it or it's shadow, and you'd send some type of movement packet to move the character.
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01/08/2014, 01:02
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#10
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My thinking was adding a small method to the end of the process packet method.
Add in a check for someone 'ghosting' that player, if the check is true then also send the packet being processed to the ghosting player. Probably just change the UID of the packet to that of the ghosting player.
I would also probably add a check to the beginning of the process packet method, and if a character is 'ghosting', then to not process any packets originating from their client.
Obviously the system is a little more complicated than that, but I don't see why this wouldn't work in theory.
And because you are receiving every packet from the other client, you are essentially emulating their client.
I know of some other games that did something similar, where you could 'login' to any broadcasting player and watch what they do.
Hmmm, gives me a pretty fantastic idea for a broadcasting system that I may have to investigate.
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01/08/2014, 01:59
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#11
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Quote:
Originally Posted by Aceking
My thinking was adding a small method to the end of the process packet method.
Add in a check for someone 'ghosting' that player, if the check is true then also send the packet being processed to the ghosting player. Probably just change the UID of the packet to that of the ghosting player.
I would also probably add a check to the beginning of the process packet method, and if a character is 'ghosting', then to not process any packets originating from their client.
Obviously the system is a little more complicated than that, but I don't see why this wouldn't work in theory.
And because you are receiving every packet from the other client, you are essentially emulating their client.
I know of some other games that did something similar, where you could 'login' to any broadcasting player and watch what they do.
Hmmm, gives me a pretty fantastic idea for a broadcasting system that I may have to investigate.
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Sounds messy.
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01/08/2014, 01:59
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#12
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elite*gold: 0
Join Date: May 2011
Posts: 648
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Quote:
Originally Posted by Aceking
My thinking was adding a small method to the end of the process packet method.
Add in a check for someone 'ghosting' that player, if the check is true then also send the packet being processed to the ghosting player. Probably just change the UID of the packet to that of the ghosting player.
I would also probably add a check to the beginning of the process packet method, and if a character is 'ghosting', then to not process any packets originating from their client.
Obviously the system is a little more complicated than that, but I don't see why this wouldn't work in theory.
And because you are receiving every packet from the other client, you are essentially emulating their client.
I know of some other games that did something similar, where you could 'login' to any broadcasting player and watch what they do.
Hmmm, gives me a pretty fantastic idea for a broadcasting system that I may have to investigate.
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Nothing wrong with your idea. however, the client sends packets if you jump not jumps if you send a packet :3
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01/08/2014, 02:06
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#13
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Quote:
Originally Posted by Y u k i
Nothing wrong with your idea. however, the client sends packets if you jump not jumps if you send a packet :3
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I'm seriously doubting you ever tested that lol..
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01/08/2014, 02:30
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#14
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Quote:
Originally Posted by ImmuneOne
Sounds messy.
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It could be, then again it might not be too bad. Hard to say for sure without testing it. I think the messy part would be determining which actions are your own or the emulated client's.
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01/08/2014, 02:36
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#15
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Quote:
Originally Posted by Aceking
It could be, then again it might not be too bad. Hard to say for sure without testing it. I think the messy part would be determining which actions are your own or the emulated client's.
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You are all looking at it too complex while it's really simple, that's the problem here. The spectator shouldn't be able to view more than his public activity; movement, interactions and character modifications.
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