Archive for July 18th, 2011

Troll Stories: Stalkers and Trolls in SS

Monday, July 18th, 2011

Ahh stalkers, noobs and trolls, the joy killers of all games…

So, I was working on calibrating my Shell Shock aiming client, right? Well, this guy comes in, and plays several rounds with me. I was starting to get used to having him around until the ever so iconic question came up: “were u from”. My response was: “That information is unimportant”

Stalker:”why”
Me:”My location has no relevance to any aspect of this game”

At that point the stalker left. I mean honestly, it drives me nuts when I play a few games with people just to find out they were just doing it to get my personal info.

Now, after that, there comes this REALLY nooby player… Troll type though. He comes in and says “Dude, go”

So, I clicked go. Now, using my aiming client takes some time — The controls are tedious, and require 1 pixel accuracy with the mouse (I’m a trackpad, which makes it even harder). Usually I can get a lock down in ten seconds, but this troll, he didn’t like me taking 3. “WTF MOVE YOU B***”

My response to him was: “Talk like that again, and you’ll get kicked next round” (I was the server host, but you can’t kick mid game)

His response was: “F*** you”

My response naturally as: “Muted. You will be kicked next round.” He forfeited at that point, which made me happy :)

Shell Shock Live Calculation Ruler!

Monday, July 18th, 2011

Yesterday I was looking around for hacks for a game called Shell Shock Live. I, sadly, did not find any :(

 

However… I did come across an idea to create an overlay “Ruler” for Shell Shock Live, and, taking that idea to heart, I started taking measurements of the game. For those of you who want those measurements for their OWN ruler systems, here they are:

Speed: always power/100*26. Exact calculation depending upon angle into both axis goes like this: Create point at (power/100*26, 0) and rotate by angle. EXACT formula is like this:

 

X velocity:  speed * Cos((PI/180) * angle)

Y velocity:  speed * Sin((PI/180) * angle)

speed being power/100*26

angle being in degrees.

Then, every tick, 0.7 is subtracted from the y velocity, inducing gravity. This IS 0.7, 0.75 causes over gravity. I fine tuned it and did very precise measurements! Same goes with 26 as the max speed rather than 25.

Finally, wind… Still working on it, BUT, the game adds about wind/15*0.14 each frame.

 

 

THen, you need only do a for loop, and each iteration of the for loop counts both as a frame, and a point to plot. Here is a video of the end result in a game:

 

[Insert Demo Here] (Must upload it)

 

Please note, however, that this was designed specifically for my machine. I have special settings changed that allow me to take widgets out of the dashboard. If I get enough comments requesting this (Like, maybe, ten?) I’ll see what I can do about making a PC/mac compatible version that runs on default systems. However, the controls are still pretty cantankerous!