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AoS Concept

Posted: Wed Jun 05, 2013 11:45 pm
by CobaltAK
Hi, I'm back. Now, back on topic.

So, I've been thinking. You know how there are hacks out there that give you laser accuracy with the SMG and shit? They're all in the form of .dll files I think. Well, with BnS Launcher, why not combine those dll files with the BnS launcher? Before you guys call me out for this, hear me out.

Know how the SMG is OP in medium range combat? Of course you do. You all play AoS. Anyways, what if there was a dll file that actually increases the recoil of an SMG, as opposed to reducing it? Err, I'm not too good at explainations, so i'll just use an example.

I join a server titled "Minit US - SmG Pr0 [kobalt best paedo]" The server would have metadata (or whatever) on it that tells the BnS launcher to download and "inject" a dll (approved by admins first). That dll would be for anything, such as increasing the SMG recoil (I mean, if you can reduce it, can't you increase it as well?)


kdone inb4 h8ters shoot my ideas down and call me a feg ;-;

Re: AoS Concept

Posted: Thu Jun 06, 2013 12:24 am
by Jdrew
well the grownades script loads Kv6 files so it could be possible but how logical would it be?

Re: AoS Concept

Posted: Thu Jun 06, 2013 12:11 pm
by Vengeance
jdrew wrote:
well the grownades script loads Kv6 files so it could be possible but how logical would it be?
I don`t know...

Re: AoS Concept

Posted: Thu Jun 06, 2013 12:23 pm
by topo
I started working on something like this a while ago but lost interest before I had anything worth talking about... My idea was basically to have a server-side config file that would let you set weapon stats, then have the client fetch and apply them.
Actually wouldn't be too difficult now that I think about it. I may get around to doing it sometime, but it'd be great if it were an "official" thing. :)

Re: AoS Concept

Posted: Thu Jun 06, 2013 7:06 pm
by CommieBuffalo
This actually does make some sense. I have barely any knowledge of coding and scripting, but to a layman the logic behind it seems doable.

Re: AoS Concept

Posted: Thu Jun 06, 2013 11:05 pm
by GreaseMonkey
*cough* 0.75 Powerthirst Edition *cough* special server *cough*

Hell, even the Powerthirst defaults (mapped to weapons #4 through #6) are better.

EDIT: Oh right. Here's how it works.

The server sends a script to the client written in a language called AngelScript. The client then compiles this script. The server can call functions in the script itself, or you could use specially-named functions which are called on certain events, say, every clock tick. (Yeah, the chat hook isn't all that useful right now.)

You can find the current script in feature_server/ptscripts/main.as.

And yes, you CAN replace the KV6 models. However, the interface is extremely raw, and you'll need some form of bin2c-like thing.