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  • Semifinal: Edmunds vs. yorkieDatum22.05.2016 21:37
    Thema von Edmunds im Forum Season 2

    Referee: Ferenc Puskás
    Replay: Click here!
    Result: Edmunds 325 - 225 yorkie
    Confettis: None
    Notes: Explanation for placing vs. placing.
    Skip forward to 1:03 for yorkie takeout!
    Skip forward to 2:13 for yorkie fail!
    Skip forward to 4:23 for yorkie takeout!
    Skip forward to 5:23 for yorkie takeout!
    Skip forward to 6:18 for yorkie takeout!
    Skip forward to 14:36 for yorkie takeout!
    Skip forward to 17:38 for yorkie takeout!
    Skip forward to 20:25 for yorkie takeout!
    Skip forward to 23:25 for Edmunds double takeout!

  • 1/4 final: yorkie vs. #Coquelin34 DMDatum13.05.2016 01:50
    Thema von Edmunds im Forum Season 2

    Referee: Edmunds (host)
    Replay: Click here
    Result: yorkie 2 - 0 #Coquelin34 DM
    1st game: yorkie 150 - 75 #Coquelin34 DM
    2nd game: #Coquelin34 DM 25 - 150 yorkie
    Confettis: None
    Notes: Skip forward to 2:35 for yorkie takeout!
    Skip forward to 3:50 for yorkie takeout!
    Skip forward to 5:03 for yorkie takeout!
    Skip forward to 6:25 for yorkie takeout!
    Skip forward to 8:12 for #Coquelin34 DM takeout!
    Skip forward to 12:05 for yorkie takeout!
    Skip forward to 12:30 for #Coquelin34 DM failed guard!
    Skip forward to 15:48 for #Coquelin34 DM double takeout!
    Skip forward to 20:02 for #Coquelin34 DM takeout!

  • Tisq vs. SyntecDatum09.05.2016 22:30
    Thema von Edmunds im Forum Season 2

    Referee: Edmunds
    Replay: Click here!
    Result: Tisq 150 - 175 Syntec
    Confettis: None
    Notes: Group D last game!
    Skip forward to 4:53 for Tisq 'cold' shot!

  • #Coquelin34 DM vs. TisqDatum09.05.2016 22:24
    Thema von Edmunds im Forum Season 2

    Referee: Edmunds
    Replay: Click here!
    Result: #Coquelin34 DM 25 - 300 Tisq
    Confettis: None
    Notes: Replace for ???????øøøøø ??

  • Syntec vs. #Coquelin34 DMDatum03.05.2016 23:27
    Thema von Edmunds im Forum Season 2

    Referee: Edmunds
    Replay: Click here
    Result: Syntec 100 - 200 #Coquelin34 DM
    Confettis: None
    Notes: Replace for ???????øøøøø ??
    Skip forward to 6:45 for #Coquelin34 DM double takeout

  • Syntec vs. EdmundsDatum03.05.2016 21:07
    Thema von Edmunds im Forum Season 2

    Referee: Edmunds (host)
    Replay: Click here
    Result: Syntec 125 - 250 Edmunds
    Confettis: None
    Notes: Skip forward to 0:18 for Syntec fail!:P
    Skip forward to 7:12 for Edmunds great takeout!

  • Edmunds vs. #Coquelin34 DMDatum02.05.2016 21:21
    Thema von Edmunds im Forum Season 2

    Referee: Edmunds (host)
    Result: Edmunds 175 - 200 #Coquelin34 DM
    Replay: Click here
    Confettis: None
    Notes: Replace for ???????øøøøø ??

  • About maps - Player and ball physicsDatum24.04.2016 19:26
    Thema von Edmunds im Forum Others

    [align=center]Warning: Many GIFs![/align]

    Hi, Haxballers! I introduce you on article series about map tips and brief definitions. I added some text, formatting, references myself and used some sources. I think I can repeat and discover other things writing like these on forum. It also applies to others. Im not a map guru, tho.
    Let's start with Haxball default values for player and ball physics in primary maps.

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    	"playerPhysics" : {
    "bCoef" : 0.5,
    "invMass" : 0.5,
    "damping" : 0.96,
    "acceleration" : 0.1,
    "kickingAcceleration" : 0.07,
    "kickingDamping" : 0.96,
    "kickStrength" : 5
    },

    "ballPhysics" : {
    "radius" : 10,
    "bCoef" : 0.5,
    "invMass" : 1,
    "damping" : 0.99,
    "color" : "FFFFFF",
    "cMask" : ["all"],
    "cGroup" : ["ball"]
    }
     


    "bCoef" - Defines the bouncing coefficient. Values range: (-?;+?).

    • 0 - normal bounce

    1. "bCoef" : default
    2. "bCoef" : 3
    3. "bCoef" : 0.2
    4. "bCoef" : 0

    "invMass" - The inverse of the mass. Values range: (-?;+?).
    • 1 but overdamped object will break things.
      [list]
    • 0 - none;
    • >=1 - object moves forever

    1. "damping" : default
    2. "damping" : 1
    3. "damping" : 0.4
    4. "damping" : -1

    "acceleration" - This is how fast the player accelerates when moving in any direction. Values range: (-?;+?).
    • 0 - accelerates

    1. "acceleration" : default
    2. "acceleration" : 0.7
    3. "acceleration" : 0.025
    4. "acceleration" : -0.6

    "kickingAcceleration" - Replaces normal acceleration when the player is pressing the kick button. Values range: (-?;+?).
    • 0 - player accelerates more when is kicking the kick button;
    • ="acceleration" - player won't slow down when kicking

    1. "kickingAcceleration" : 0.7
    2. "kickingAcceleration" : 0
    3. "kickingAcceleration" : -0.9

    "kickingDamping" - Replaces the normal damping when the player is pressing the kick button. Values range: [0;1]. Some cases >1 but overdamped it will break things.
    • 0 - player stops moving when pressing the kick button;
    • >=1 - player moves forever when pressing the kick button;
    • ="damping" - Haxball doesnt use this attribute

    1. "kickingDamping" : 2
    2. "kickingDamping" : 0.5

    "kickStrength" - Strength with which the ball will be kicked by the player. Values range: (-?;+?).
    • 0 - player kicks ball stronger

    1. "kickStrength" : default
    2. "kickStrength" : 12
    3. "kickStrength" : 1
    4. "kickStrength" : -8

    "color" - The fill color of the disc, ball and segment.
    "cMask" - Stands for collision it defines which layers this object can collide with. See more in other thread.
    • "all" - ball collides with any objects

    "cGroup" - Stands for collision group, it defines in which collision layers this object lives. See more in other thread.
    • "ball" - all other objects lives with ball

    "radius" - The radius of the disc/ball. Values range: [0;+?).
    • 0 - invisible;
    • >0 - radius equal on X-axis and Y-axis

    Notes:
    1. Each GIF I'd changed only the specified thing and left others to default value. Changing more than one option produces different results. Combine it for your needs;
    2. "bCoef", "invMass" and "damping" shown only with ball and behaves the same on player;
    3. It's considered as normal all values in range [0:1]
    4. To look the same properties on other objects (segment, vertex, plane and disc) go to 2. article

    See more:
    1. About maps - cMask and cGroup
    2. About maps - Object properties
    3. About maps - Tips
    4. About maps - Popular maps playerPhysics and ballPhysics
    5. About maps - Special obstacles

    Sources:
    1. New stadium features explained by Hasbro (direct download)
    2. Example stadium general definitions by Hasbro
    3. Damping in computer games

  • Thema von Edmunds im Forum D

    Hi! I suggest you take time between 12am - 6pm tomorrow and sunday to play matches against me while I have problems with own laptop.

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