suchey 0 Posted July 22, 2002 I am wanting to add an explosion in a multiplayer game...initially I used a camcreate to make a shell120 explode, but it seems that camcreate is flakey at best in mutliplayer games and sometimes does not run on all client machines resulting in the shell not being properly created for all users. I think switching to a vehiclecreate may help to alleviate this problem, but I really like the physics of the shell120 in that it launches items into the air where as the 'Bomb' createvehicle method simply results in the player dropping dead. Is there any way to ensure that the shell120 is reliably created on all client systems in the game...or failing that...is there a way to simulate the physics of this shell while using the 'bomb' createvehicle? Thanks in advance for any help. Share this post Link to post Share on other sites
bn880 5 Posted July 22, 2002 I think I will be working on solving this today, hopefully it doesn't require any advanced server/client synchronization. But I suspect it might. Share this post Link to post Share on other sites
suchey 0 Posted July 22, 2002 excellent...I look forward to seeing what you come up with...I am also working on this issue and will post anything solution that I might come up with. Thanks! Share this post Link to post Share on other sites
bn880 5 Posted July 22, 2002 Well I didn't come up with a magical answer to create falling shells on all clients, instead I synchronized the camCreates. You can download the sample mission here: http://members.rogers.com/ct-hru/BN880_COOP_ARTILLERY.zip Changes to artillery properties are made in artilleryMonitor.sqs and artillery.sqs has information about all the parameters. The shell type and height can be changed in the init.sqs. Also you will trigger the artillery in a custom way, but do not forget to follow the procedure in the trigger on the airport. Otherwise artilleryMonitor.sqs will become confused. To test it out, the first west soldier must walk down the runway... 100 m into it, the artillery will be triggered. I have tested this with 3 clients. It looks to me like it will work very well, but it is not 100% guaranteed to work perfectly with many clients. I think for personal use (IE: not actual training) it will do a great job. Notes: designed to run on a dedicated server do not modify the variables in init.sqs other than the newShellZ and ammoType... Props to Mr. Berka for making the original SP artillery script. Share this post Link to post Share on other sites
suchey 0 Posted July 23, 2002 I had the opportunity to work on this issue a bit myself. My method was to try and set a variable on the server side that would force all clients to camcreate the object...and although it worked to some extent, I wasnt satisfied that it was consistant enough. I will give your method a shot and see how it goes. Thanks for the post! Share this post Link to post Share on other sites
bn880 5 Posted July 23, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suchey @ July 23 2002,09:47)</td></tr><tr><td id="QUOTE">I had the opportunity to work on this issue a bit myself. My method was to try and set a variable on the server side that would force all clients to camcreate the object...and although it worked to some extent, I wasnt satisfied that it was consistant enough. I will give your method a shot and see how it goes. Thanks for the post!<span id='postcolor'> Well, that's the same idea. Did it work? Share this post Link to post Share on other sites
suchey 0 Posted July 24, 2002 I havent looked through your code to the extent that I would like yet...as for my code, it did work, but not 100% of the time...as a rough estimate, I would say that 1 of 10 shells didnt create correctly...I guess its not hitting all clients all the time as I do see the physical result of the shell (the physics operate in that they throw the player, but the smoke and sound dont always fire with it)...I plan on playing with this a bit more when I have the opportunity. Share this post Link to post Share on other sites
bn880 5 Posted July 27, 2002 Well okay then, if you want you can send me the Command Bunker mission (unpacked) and I will do what I can to insert my artillery in there. Let me know exactly how you want the artillery triggered, how accurate you want it etc. etc. Then you can put the mission up and test it as Command Bunker Test or something. I know my code is complicated, so I am offering to install it in your map. Let me know... Share this post Link to post Share on other sites
suchey 0 Posted July 27, 2002 Hey bn880...thanks for the offer, however, I got it working to my satisfaction now. The mission still needs a few tweaks here and there, but those will be worked out in time as well Very generous of you to offer to help fix my problem though...I certainly do appreciate the offer! Share this post Link to post Share on other sites