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roguetrooper

switchMoveGlobal

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It would be very handy and useful to have a command "switchMoveGlobal" that broadcasts the animation of a local unit everywhere across the network. Currently you need clumsy workarounds to achieve that effect.

Do you (BIS) think it's easily implementable?

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[objNull, [color="#B22222"]unitName[/color], rSWITCHMOVE, "[color="#B22222"]animName[/color]"] call RE;

Multiplayer Framework

Well, Multiplayer Framework is one thing, but his suggestion still stands since it is something completely different!

What the OP is asking here, is a Global option for SwitchMove command, that currently is only local and not syncronized over the network.

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Nevertheless 2nd Ranger's hint seems to work.

I just don't see the logic in making "switchmove" a local command by default in a game that is focused on multiplayer. I can not imagine any situation at all where such a command is desired to have a local effect only. When a person performs any move, it can/must be seen by every client (from a logical/physical point of view).

(I see the logic in e.g. making "setfog" local to achive that two persons with a big distance to each other might be in areas with different weather effects... but such things like switchmove"Local" seem to be a missing).

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Nevertheless 2nd Ranger's hint seems to work.

I just don't see the logic in making "switchmove" a local command by default in a game that is focused on multiplayer. I can not imagine any situation at all where such a command is desired to have a local effect only. When a person performs any move, it can/must be seen by every client (from a logical/physical point of view).

Yes, and for that you use playMove and/or playMoveNow commands, thing is, not all the anims work with these.

Note that the difference between playMove and switchMove commands is not only it's locality (playMove commands are broadcasted and syncronized over the network), but also some animations only work with one of those.

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