Okay, so i made a controllable vehicle cog(s)... in SP it works just fine, but when another player joins, it's messed up... it's Client/Server...
Server side cog:
Client side:
No it's not for a project, just something made because of boredom... if you find them usefull, use them... if you use them credit me...
As you know, walkstructures can't be moved with applyforce();, so i attached thing pad with thing pattach, which is invisible throwable object without collide box.
Anyway, if someone finds what's wrong, tell me... thank you...
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Life is like... skating... yeah, skating is a good example. You see someone skating and think "Hey, that looks like fun and easy!". You go and buy a skateboard and try, you get a few broken bones, asphalt-face and stuff... But hey, i'm not the one who gets hurt!
Server side cog:
Code:
symbols thing player local int act=0 local int padID message startup message activated message pulse message killed end # ======================================================================================== code startup: player = GetLocalPlayerThing(); SendTrigger(-1, 120 + padID, player, 0, 0, 0); Return; activated: if(act == 0) { SendTrigger(-1, 130 + padID, player, 0, 0, 0); SetPulse(0.05); act = 1; } else if(act == 1) { SetPulse(0.0); SendTrigger(-1, 140 + padID, player, 0, 0, 0); act = 0; } Return; killed: if(player == GetSenderRef()) { SendTrigger(-1, 140 + padID, player, 0, 0, 0); } Return; pulse: SendTrigger(-1, 150 + padID, player, 0, 0, 0); Return; end
Client side:
Code:
flags=0x240 symbols thing pattach thing pad thing player local template lookt=+ghost template smoke=+twinkle vector look local int lookie local vector lookv local int act=0 local int padID message trigger end # ======================================================================================== code trigger: if( (GetSourceRef() == 120 + padID)) { AttachThingToThingEx(pad, pattach, 0x8); } else if( (GetSourceRef() == 130 + padID)) { AttachThingToThingEx(GetParam(0), pattach, 0x8); SetThingPos(GetParam(0), VectorAdd(GetThingPos(pad), '0.0 0.0 0.03')); } else if( (GetSourceRef() == 140 + padID)) { SetThingPos(GetParam(0), VectorAdd(GetThingPos(pad), '0.0 0.0 0.04')); DetachThing(GetParam(0)); StopThing(pattach); StopThing(GetParam(0)); } else if( (GetSourceRef() == 150 + padID)) { lookie = FireProjectile(GetParam(0), lookt, -1, -1, '0.0 0.0 0.0', '0 0 0', 1, 0x20, -1, -1); CreateThing(smoke, pattach); lookv = GetThingLVec(GetParam(0)); SetThingLook(pad, lookv); SetThingLook(pattach, GetThingLVec(GetParam(0))); ApplyForce(pattach, VectorScale(GetThingLVec(lookie), 30)); DestroyThing(lookie); } return; end
No it's not for a project, just something made because of boredom... if you find them usefull, use them... if you use them credit me...
As you know, walkstructures can't be moved with applyforce();, so i attached thing pad with thing pattach, which is invisible throwable object without collide box.
Anyway, if someone finds what's wrong, tell me... thank you...
------------------
Life is like... skating... yeah, skating is a good example. You see someone skating and think "Hey, that looks like fun and easy!". You go and buy a skateboard and try, you get a few broken bones, asphalt-face and stuff... But hey, i'm not the one who gets hurt!
Last edited by mb; today at 10:55 AM.