razorace Posted November 6, 2002 Share Posted November 6, 2002 What the heck does the ps.otherKillerDebounceTime value do? It seems to be involved in controlling the character bouncing after receiving knockback or other effects that can cause you to get killed by a map effect by another player. However, I can't seem to find where it is handled by the code. All I see is things setting this value. As such this appears to be something handled at a level lower than what we have code for. Could someone please explain how and where this value is handled? Link to comment Share on other sites More sharing options...
ASk Posted November 6, 2002 Share Posted November 6, 2002 As far as I know this is the amount of time the knockback from the damage lasts. Or for JK2, this is the time that you will recover from push/pull/grip at. (relative to level time) Link to comment Share on other sites More sharing options...
razorace Posted November 6, 2002 Author Share Posted November 6, 2002 I'm pretty sure it's not that. There's a different timer for movement restriction during a knockdown. Check out the following... (I've added my own comments to the code. //Player Bounce Control? The $10,000 question is "where/why is this used?" On second thought (combined with tireness. , thinking about it, this doesn't seem to be directly related to bouncing. If it was, it would be referenced somewhere else AND not be controlled in the ClientThink function (where physic sync problems would occur if otherKillerDebounceTime related to bounce calucations.) Best guess: It's simply a funky way for terminating the otherKiller "flag" on impact. See, you don't want it to simple terminate on impact (if(ent->client->ps.groundEntityNum == ENTITYNUM_NONE) because it’s possible that a character for to bounce off the ground over the edge of a cliff (Basically a trick shot in the world of JK2 J So, the coders added some code that makes the otherKiller set never terminate unless you spend more than 100 time units on the ground. It’s confusing for a outsider but makes perfect sense once you understand the goal of the code. God, I wish we had some better code documentation for this MP source code. Anyway, that means I figured it out. ASk, thanks for poking my brain into the general direction of the answer. Razor Ace Link to comment Share on other sites More sharing options...
Tchouky Posted November 6, 2002 Share Posted November 6, 2002 Originally posted by razorace God, I wish we had some better code documentation for this MP source code. if they had to describe all the vars ,functions and structures then the mp code woulddn't be out yet just continue to read the code and look in all the files for 'ps.otherKillerDebounceTime' or ps->otherKillerDebounceTime or just otherKillerDebounceTime and when you find all functions that use it you will understand what it is used for .... good luck Link to comment Share on other sites More sharing options...
razorace Posted November 6, 2002 Author Share Posted November 6, 2002 [sarcasm]Boy, THAT was helpful TCK.[/sarcasm] Like I said before, I already figured it out. Link to comment Share on other sites More sharing options...
Tchouky Posted November 6, 2002 Share Posted November 6, 2002 yeah i know i'm always helpfull Link to comment Share on other sites More sharing options...
razorace Posted November 6, 2002 Author Share Posted November 6, 2002 Originally posted by Tchouky if they had to describe all the vars ,functions and structures then the mp code woulddn't be out yet Well, they have to have more documentation than what they've release. They have teams of coders not just one or two. Link to comment Share on other sites More sharing options...
Wudan Posted November 6, 2002 Share Posted November 6, 2002 So ... you're volunteering to ... read the code ... index it ... and ... annotate it? I can imagine that other coders are making notes on what their favorite files/functions do, or maybe they just know, by some godly gift of being able to see the code clearly ... Anyway, I don't see nearly enough people interested in coding, maybe something like a JK2 version of Code3Arena would be nice. Link to comment Share on other sites More sharing options...
razorace Posted November 7, 2002 Author Share Posted November 7, 2002 Oh, I'm not volunteering to do anything. I'm just complaining. But I am documenting the code as I code for MotF. Link to comment Share on other sites More sharing options...
gw_leader Posted November 7, 2002 Share Posted November 7, 2002 Look I'm making one I've written 8 of 10 tutorials, I want to have a decent amount to launch the site. Right now I have one on the: class system and vars. locational damage hud 1st person model postioning Cloak server side instagib adding a new weapon adding a new command I'll give you the url in a few days. Link to comment Share on other sites More sharing options...
Tchouky Posted November 7, 2002 Share Posted November 7, 2002 Originally posted by gw_leader adding a new weapon good luck with that one as you have to remove an already existing weapon... Link to comment Share on other sites More sharing options...
ArtifeX Posted November 7, 2002 Share Posted November 7, 2002 From what I've seen in the code, anything called "debounce"-anything is a value used to delay the same event happening again for a certain period. There's several references to a forceDebounceTime which forces you to wait a second or so after using, say, Push or Pull. The one that you cite sounds like it keeps multiple "x killed you" messages from happening. May have something to do with allowing for lag in such cases. BTW, razorace, I've got you in my icq now. I'll contact you as soon as I get some time away from my 3.0 dev cycle. Link to comment Share on other sites More sharing options...
razorace Posted November 7, 2002 Author Share Posted November 7, 2002 roger, roger. Link to comment Share on other sites More sharing options...
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