Info, discussion and feedback on the RR mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2497179070
34 messages · Page 1 of 1 (latest)
Info, discussion and feedback on the RR mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2497179070
Repair Restrictor allows you to set a limit to the number of damage repairs players can do as well as set penalties for when a player goes over that limit. It also includes a player-to-player teleport system and a game timer.
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v2025.1.1 Hotfix
v2025.1 Updates
is it possible to detect rate of damage and velocity de/increase? could be used to detect a buggy collision
I guess for those things the mod would need to track multiple drops in health and velocity changes over a very short time period. Might cause performance issues.
hmm, maybe a customizable (but limited) tracking rate?
What do you mean by "a buggy collision"?
player-to-player impacts causing instant vaporization, colliding with the terrain and suddenly/instantly slowing down/damaging
that sort of thing
player-to-player impacts flinging players with high velocity as well
OK. Not really related to this mod but interesting idea. If you could track these buggy collisions what would you do with that info?
could restore previous player positions and velocity, like teleport them to their old position and old velocity? or just teleport them back but dont give velocity. related to the mod, could forgive a repair because it was moreso a bug than a mistake/combat
Hmmm. I don't really see those collisions as a big issue personally.
In a battle you'd expect to get destroyed sometimes by a lucky hit.
regarding player-to-terrain collisions, in my experience dethrone is especially bad with them and in a game mode where it actually matters. a mod that smooths out those bugs would be really nice
Yeah good thought. As long as the health/velocity monitoring didn't slow the game down it could work I guess. But I think the monitoring would slow the game down unfortunately.
idk? do you want to try and see if it isn't too bad for performance? who knows, maybe its possible
Well in RR I've already had to reduce the structure checking to an interval of over a second to avoid tanking game performance. It has to loop through a player's structures to tally up health and compare that to a baseline. To catch the buggy collisions while measuring velocity as well? I think it might become a slideshow. But maybe someone much better at coding that me can figure out a better way 🙂
hmm. maybe a simplified version where it only checks and restores velocity could work
most of the time when you get a terrain collision bug it doesnt deal that much damage
I'm not sure how you'd detect the difference between a terrain collision and a collision with an object or another structure
how expensive would it be to detect the distance from a structure (with a player in it) to other structures?
Not sure. I already do that for the excess structure disposal and it seems fine. But it detects distance from the player to all their structures and any structure further than a set distance (50m in this case) get's removed. I don't exactly know how to detect if another player is in a structure involved in a collision with this player. Might be some convoluted way to track each player's position and measure against that.
oh i was just thinking as a janky solution that if the players is x distance away from any other structure, and gets a large slowdown, restore its velocity
idk, how feasible would it be to use multiple raycasts to check space around the structure, to make sure it wasnt just a collision with a wall
Yeah that's what I was going to say - how would you know it wasn't a solid object like a wall. Raycasts could help with that but you're starting to talk about building a secondary collision detection system really. It would probably be as buggy as TM's one 🙂
Maybe there's some simple solution we haven't hit on yet though
alternate idea unrelated to rr and crash reversal: make player death easier to trigger. in sandbox players can't just die from getting their head squished into the ground. maybe for the mod players get killed if they get ejected of a seat? (e.g. seat is shot and broken, "open" seat hits the ground)
ooh, maybe also impact death: if their creation decelerates too quickly they get killed
Yeah that could be possible
~~Repair Restrictor Mod is now updated. Here's the new topic/thread for discussion and feedback: https://discord.com/channels/296562030624899072/1358589856992858428~~
im pretty sure thats the same thread as this is in right now