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Re: Perl Game Interface and Weapons

by SilverB1rd (Scribe)
on May 24, 2001 at 01:13 UTC ( #82735=note: print w/replies, xml ) Need Help??

in reply to Re: Perl Game, suggestions.
in thread Perl Tanks

I like alot of your ideas vynce, mr.nick. I thinking most of the world actions will be 'hard' code into the game to avoid cheating. when I say hard coded I mean its not controled by the end users script.
I thinking a few weapon types might be better then just one. I was think along the lines of a cannon (1 shot, small area of damage, accurate) and a rocket (1 shot, large are of damage, inaccurate) and possibly a few others. This would also make team matchs interesting, you control 3 tanks and they can talk with each other, one tank with active radar one with pasive could make for some fun combos.

The Price of Freedom is Eternal Vigilance

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Re: Re: Perl Game Interface and Weapons
by Vynce (Friar) on May 24, 2001 at 12:49 UTC
    how would you distinguish between active & passive radar in this game?

    multiple tanks is an amusing idea.

      With active radar you emit a radar beam and wait for the return signal but with passive you are looking for the radar beam emited by the active radar.

      So with active radar you go looking for your enemy but with passive you let the enemy come to you.

      just think if you put a passive radar on a steath body. ;-)

      The Price of Freedom is Eternal Vigilance

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