View Full Version : Unsyncing the player....
Hell Raiser
11-11-2003, 08:02 AM
I wanna see if something works, and I need to unsync the player. However, I don't notice any helpful flags in the Datamaster...
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-Blessed Be-
I know it's the last day on earth,
We'll be together while the planet dies.
DBZ: The Destruction is Real (http://www.hellraiser64.com/tdir)
I dont think you can unsync the player...
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Fight (http://12.220.251.111/cgi-bin/addies.pl) the (http://12.220.251.111/ol) future (http://12.220.251.111/ol/cogpad/cogpad.html).
Edward
11-11-2003, 02:56 PM
Here's a way! Make a door cog that is local, you open it and disappear, then come back and you'll be gone or unsynced from other players!
flags=0x240
symbols
message activated
thing door
end
#
code
activated:
If(GetSenderRef()!=door) return;
if(IsServer())
{
MoveToFrame(door, 1, 8.0);
Sleep(3.0);
MoveToFrame(door, 0, 8.0);
return;
}
Print("STAFF ONLY!!!");
return;
end
http://forums.massassi.net/html/cool.gif
Descent_pilot
11-11-2003, 05:17 PM
http://forums.massassi.net/html/confused.gif How the F!!!, does that work? The players posistion would still be synced over the internet, JK coding. The only thing I would suggest you try is this, I dunno what this would do, just a quicky thing, but tell me if this does what you want and if you changed it.
Good job with the code tags. http://forums.massassi.net/html/wink.gif
# Jedi Knight Cog Script
#
# Removes the player from all other computeres
#
# [DP]
#
flags=0x240
symbols
message respawn
message trigger
end
code
Respawn:
If(!IsMulti()) Return;
If(GetSenderRef() != GetLocalPlayerThing()) Return;
SendTrigger(-1, 100, GetSenderRef(), 0, 0, 0);
Return;
Trigger:
If(GetSourceRef() != 100) Return;
If(GetSenderRef() == GetPlayerThing(GetParam(0))) Return;
DestroyThing(GetParam(0));
Return;
end I'm not sure if this works or not, untested, but you should get the idea.
------------------
The Sniper Missions. Current project, The Sniper Missions
The Magician Saber System.
The 2 riddle! (http://forums.massassi.net/html/Forum1/HTML/028595.html)
[This message has been edited by Descent_pilot (edited November 11, 2003).]
Could you create a controllable clone of the player, and keep it local? You sound like you want a system where someone could "stop time" or something, allowing them to move anywhere without anyone else being able to see where.
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Bassoon, n. A brazen instrument into which a fool blows out his brains.
Hell Raiser
11-12-2003, 05:02 AM
No, I just wanna bypass JKs player syncing netcode.
Oh and DP, only the host can destroy other players from it's computer, and well, that'll boot them out of the game.
------------------
-Blessed Be-
I know it's the last day on earth,
We'll be together while the planet dies.
DBZ: The Destruction is Real (http://www.hellraiser64.com/tdir)
[This message has been edited by Hell Raiser (edited November 12, 2003).]
JediKirby
11-12-2003, 07:49 PM
<font face="Verdana, Arial" size="2">Originally posted by Emon:
Could you create a controllable clone of the player, and keep it local? You sound like you want a system where someone could "stop time" or something, allowing them to move anywhere without anyone else being able to see where.
</font>
Now how would THAT work!? That'd be cool, whatever it is.
JediKirby
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"I was driving along listening to the radio, when Judas Priest comes on. It was 'You've got another thing coming.' All of a sudden, I enter 'VICE CITY RAMAGE MODE' and nearly ran some guy over"
- ]-[ellequin
[SF]pjb
11-13-2003, 08:33 AM
well basicaly, you would have to take the players orginal postion, save it, then make a new object based on teh players template, give the orginal player a collide of 0 and sucth, then use the cog to take the players vector, and trasfer it onto the 'newplayer' then, set the camra onto the 'newplayer' and use a pulse to continuously set the players vector onto the 'newplayer' and finaly when done take the newplayers position, and place the palyer there.
it would be simple to set it up so every tenth pulse the player is set to his starting postion, but that wont effect the new player.
(transfer the players vector, BEFORE you reset his postion.
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I am pjb.
Another post......
another moment of my life wasted.....
at least i made a level.
PJB's JK page's (http://www.geocities.com/SF_PJB1)
-the PJB jedi rule book-
rule one, "never trust a bartender with bad grammar"-kyle katarn in JO
Rule Two, "Gravity is a crule misstress" -kyle katarn in MotS, and the alternatior MK I in AJTD
rule three, "asprines good, but it hasent got the kick of morphine. and its not gonna stop the hurting in my arm, the ones thats on the otherside of the room i mean" -the alternatior
The_New_Guy
11-14-2003, 04:05 AM
Hellraiser, I dont think this is the solution you are looking for but I have seen some interesting result from people doing something like this:
Have all players (except the one you want to unsync) do this:
SetThingFlags(unsyncperson, 0x300);
If the player did it to himself he would freeze. Good Luck.
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- Wisdom is 99% experience, 1% knowledge. -
[This message has been edited by The_New_Guy (edited November 14, 2003).]
Descent_pilot
11-14-2003, 12:23 PM
Thanks HR for that knowledge, might come in handy...
------------------
The Sniper Missions. Current project, The Sniper Missions
The Magician Saber System.
The 2 riddle! (http://forums.massassi.net/html/Forum1/HTML/028595.html)
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