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->PS ? , how to add 1 bit values?


GangsterAngel

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Posted

add those ints to playerStat structure.

 

i saw tutorial about that somewhere... i'll try to look for it.

 

diffrent for Persistant , it sends the Persistent struct to the client , meening it has to be programed to recive and send each INT in the struct.... which is in the engine i belive.

Posted

Do a search for "userInt1" - I think that should bring up what you are looking for.

 

As Wudan mentioned, Raven included some variables specifically for mod makers - this is one of them.

Posted

Also, be sure to pay attention to the two .txt files in base\ext_data\MP ...

 

netf_overrides.txt

psf_overrides.txt

 

You may well have to alter one or both of these files, depending on which value slot(s) your trying to use.

An explination of what you need to do is at the top of both files.

Posted

I'm not talking about adding new data values to the playerState or entityState structs. Hence the term value 'slot'.

 

BUt those text files determine how much of those structs get passed around. Your code can all be set-up correctly, but if you haven't enabled those values your using to actually get transmitted using those .txt files, that data won't get communicated, regardless of whether it's set into the structure(s) or not...

 

...I learn't that the hard way after a lot of head scratching, and looking at the screen thinking 'WTF! But the code is right :) '

Posted

GangsterAngel, what is this going to be used for? Something that only the individual client needs to know or something that all the clients need to know about everyone?

Posted

err, ok. Well, my suggestion is that you first determine how you're going to use the data you're going to send.

 

Namely, how often does the client need this data and how often does this data change? Secondly, how important is this data? Is it important enough to force this game to require a client side component?

 

P.S. cg_servercmds.c? What did you do there?

Posted

Well, for a flashbang you really don't need to send client data for that. What is the start/endtimes for? Are they dynamic or simply for rendering the flash on the client side?

Posted

playervents are sent to all clients though , im sure cg_servercmds is less laggy. since thats the method they use to show client menus. since only that one client needs to know. although u make a point with EV_FALL.

Posted
playervents are sent to all clients though , im sure cg_servercmds is less laggy. since thats the method they use to show client menus. since only that one client needs to know. although u make a point with EV_FALL.

 

Maybe I'm mistaken but don't all players need to see the flash of a flash bang going off? Also, which client menus are you referring to? The siege menus?

Posted

seige menus and radio menu . all players dont need to know , it only tells the people it effects in G_FlashbangDamage() [ which is like G_RadiusDamage ]

and the POPPING ( eplision ) effect is just a effect file played by the server. along with the sound.

Posted
seige menus and radio menu . all players dont need to know , it only tells the people it effects in G_FlashbangDamage() [ which is like G_RadiusDamage ]

and the POPPING ( eplision ) effect is just a effect file played by the server. along with the sound.

 

Ah, I gotcha. I misunderstood and thought you were doing it weird. :)

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