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Doolittle

Local server? local someone?

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Which is better to use?  I see BIS puts some civilian on their maps waaaay off in the corner and names them someone.  Then in their scoring or other things only needing to be run by the server, one of the requirements to run is local someone.  Other people mention using a GameLogic called server and using that, as in local server.  Obviously the name doesn't matter (server/someone), but I was wondering, since the civilian is far off on the map, that means he will only be "local" to the server, right?  And the GameLogic stuff, does that only exist on servers?  Not clients??  What about triggers?  It has been hard tracking this information down.  I've looked around for mention of the fact that setPos and getPos are globally transmitted to all clients if the object is local to them.  And another thing!  biggrin.gif What makes an object local?  Does it have to be within some distance?  If I make a whole bustling town at the other side of the island, does this mean the clients won't be slowed down any until they go over in that area?  "local" also says all static objects are local everywhere.  SO, having a game logic (which would be static) called server, and doing "local server" wouldn't work.  Hmmm..

Just found this:

http://www.flashpoint1985.com/cgi-bin....someone - But isn't a GameLogic static & therefore transmitted to everyone?

http://www.flashpoint1985.com/cgi-bin....someone - Nekdo, eh?

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The only way I know to begin a synchronization process in OFP during a mission, is to use PublicVariable, or to use an Object (which is always public).  

<span id='postcolor'> - from bn880

http://www.flashpoint1985.com/cgi-bin....+player - Trigger problems

http://www.flashpoint1985.com/cgi-bin....+player - Best so far

Ok, I guess my only question now is, which is better:  civilian object off in distance or using a GameLogic object?  And are GameLogics sent to all clients?

http://members.rogers.com/bn880/ - bn880, your multiplayer artillery seems overly complex.  Do we need to do all that when we camCreate something!?

Doolittle

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I think everything placed in the Editor would be local to the server.

what it means by local is say you had a script on each pc

myVar = Random 0 1 or whatever the random thing is

on every PC the random number would be different

local is on that machine only.

like every object on the map is local to the machine it is on because it is static and dosent move trees etc...

and people in a MP Game are Local to the server just like in SP

People are local to Your Machine

I think thats right anyway

so in theory by making a script only run on the server everything it does is transmitted to all Clients Connected

Placing a unit is just a way of finding out if the script is running on the  server or on a client.

Because everything done in mission editor is local to the server.

so by placing a Unit and naming it and doing

?!(local unit): exit

is just saying if this script isnt running on the Server or Host Machine exit the scripti

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