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Bzflag zone
Bzflag zone








LocalPlayer::getMyTank()->move(newpos, TargetingUtils::getTargetAzimuth(newpos, pos )) Īnd that is all. LocalPlayer::getMyTank()->setStatus(LocalPlayer::getMyTank()->getStatus() & ~int(PlayerState::Teleporting)) LocalPlayer::getMyTank()->move(newpos, Other->getAngle()) LocalPlayer::getMyTank()->setStatus(LocalPlayer::getMyTank()->getStatus() int(PlayerState::Teleporting)) It should Look like this:Ĭonst Player *Other = LocalPlayer::getMyTank()->getRecipient()

#Bzflag zone code#

Kind of a dumb code but fun to mess with people.įind your /behind cheat that you have. This is just like the /behind code down below where you teleport behind them, only with this code you will teleport in front of them. Sizes range from 0.0 (Can't be shot by a bullot) to 1.0 (Normal tank size). You must either be killed or pick up or drop a flag for the size to change. If (id = LocalPlayer::getMyTank()->getId())Īnd that should be it.

bzflag zone

SizeCommand::SizeCommand() : LocalCommand("/size") īool SizeCommand::operator() (const char *commandLine) Ok this is posted in a comment by "person" but "someone" is the one who came up with this cheat I just think it should be posted so more people can see it and don't have to go looking through comments to find it so here it is.Īt top of src/bzflag/CommandsImplementation.cxx:īool operator() (const char *commandLine) Projpos-myx)))*BZDB.eval(StateDatabase::BZDB_SHOTSPEED) Projpos = tx projpos = ty projpos = tz įloat heading = atan2f(projpos - myy, projpos - myx) īZDB.eval(StateDatabase::BZDB_SHOTSPEED) į = sinf(atan2f(projpos-myz, If (targ->getStatus() & PlayerState::Falling)ĭouble distance2 = hypotf(tx - myx, ty - myy) Įrrdistance = fabs(distance2-distance) / (distance + ZERO_TOLERANCE)

bzflag zone

If ((targ->getStatus() & PlayerState::Falling) fabs(omega) LocalPlayer::getMyTank()->getFlag() = Flags::MachineGun ?īZDB.eval(StateDatabase::BZDB_MGUNADVEL) : 1) įor (int tries=0 errdistance > 0.05 & tries getAngularVelocity()) LocalPlayer::getMyTank()->getFlag() = Flags::RapidFire ?īZDB.eval(StateDatabase::BZDB_RFIREADVEL) : - BZDB.eval(StateDatabase::BZDB_MUZZLEFRONT) īZDB.eval(StateDatabase::BZDB_LASERADVEL) : LocalPlayer::getMyTank()->getMuzzleHeight() ĭouble hisz = targ->getPosition() + targ->getMuzzleHeight() ĭouble distance = hypotf(deltax,deltay)- BZDBCache::tankRadius keeping shots moving horizontally makes the game more playable.ĭouble myx = LocalPlayer::getMyTank()->getPosition() ĭouble myy = LocalPlayer::getMyTank()->getPosition() ĭouble myz = LocalPlayer::getMyTank()->getPosition() + to have the same vertical velocity as the tank when fired. Set _shotsKeepVerticalVelocity on the server if you want shots !player->isNotResponding() & // can't lock on not respondingĭ getFlag() = Flags::GuidedMissile) // am i locking on? !player->isPaused() & // can't lock on paused Player->getFlag() != Flags::Stealth & // can't lock on stealth TankHasShotType(myTank, Flags::GuidedMissile)) & If (a getFlag() = Flags::GuidedMissile) // am i locking on? see if it's inside lock-on angle (if we're trying to lock-on) You might have trouble if you have guided lasers.

bzflag zone bzflag zone

I didn't create this code, but I'm not sure who gave it to me but here it is: Ok this code is pretty nice, just lock onto your opponent and it shoots in the direction they're going or right at them pretty accurately.








Bzflag zone