jedispy Posted November 14, 2006 Share Posted November 14, 2006 Hey guys, this is more of a scripting question rather than a programming question (I say that because I know the difference between the two). If this is not the correct forum, please redirect me. Is there a difference between writing scripts for the JA single player engine vs. multiplayer engine? I ask because I have some scripting that I'm writing, and I want it to be in the MP engine, but make sure it works. Any help is greatly appreciated. Link to comment Share on other sites More sharing options...
Tinny Posted November 14, 2006 Share Posted November 14, 2006 Not sure, best thing is to experiment and do trial and error runs on both . Link to comment Share on other sites More sharing options...
razorace Posted November 14, 2006 Share Posted November 14, 2006 The short answer is that it's basically the same except for large portions of it that hasn't been implimented work in MP. OJP has done a lot of work to make more of the scripting work but it's not perfect yet. Link to comment Share on other sites More sharing options...
jedispy Posted November 15, 2006 Author Share Posted November 15, 2006 How well do cinematics work in MP? Link to comment Share on other sites More sharing options...
Tinny Posted November 15, 2006 Share Posted November 15, 2006 With ojp it works pretty well (especially the camera angles, fades and such) but the only problem that has to be overcome is that custom map specific glas don't work. So all the spiffy cinematic animations don't play . Link to comment Share on other sites More sharing options...
ensiform Posted November 15, 2006 Share Posted November 15, 2006 There may still be a way to make it work. Link to comment Share on other sites More sharing options...
razorace Posted November 15, 2006 Share Posted November 15, 2006 It would have to be a pretty fancy hack since the needed syscall to the game engine is missing in the MP engine. Link to comment Share on other sites More sharing options...
Tinny Posted November 15, 2006 Share Posted November 15, 2006 If all else fails, there's always merging all the gla files and releasing a huge mod. But every time someone made custom animations for their level, to support it'd it'd have to remerge with the main gla. Link to comment Share on other sites More sharing options...
razorace Posted November 16, 2006 Share Posted November 16, 2006 I was attempting that for a while, but I quit when I realized that the number of custom animations we're talking about outnumber the amount of number animations in the main.gla file. It kind of feels like a waste to force players to use that much memory overhead for animations that only function on individual maps. Link to comment Share on other sites More sharing options...
jedispy Posted November 16, 2006 Author Share Posted November 16, 2006 By custom animations, do you just mean user defined animations that are not originally included in JO/JA? Link to comment Share on other sites More sharing options...
Tinny Posted November 16, 2006 Share Posted November 16, 2006 No, the single player specific maps. Like there will be a humanoids_taspir1 glas I think. Link to comment Share on other sites More sharing options...
razorace Posted November 16, 2006 Share Posted November 16, 2006 Yeah, basically, JKA stores the cutscene animations as seperate files associated with the maps on which they're used. The extra files are only loaded if the particular map is run. However, this functionality is only in SP and doesn't appear to be replicatible in the MP engine. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.