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ForumsCog Forum → What is synced over the network?
What is synced over the network?
2002-11-04, 1:36 PM #1
I can't test all this out, so I'll just ask you guys. [http://forums.massassi.net/html/smile.gif] I'm gonna give a list, and I just need to know if it's synced over the network or not

A) Thrust
B) Velocity
C) Flags
D) Userdata

Basically what I'm looking for is a number (any number) that is synced over the network by JK itself. My woes would be solved if JK would sync health, but thats the way things go.
-Hell Raiser
2002-11-05, 9:50 AM #2
If I recall correctly -

A) Thrust - Yes
B) Velocity - Yes
C) Flags - Yes
D) Userdata - No

Of course Thrust, Velocity, and flags could also NOT be synced if you use COG flags 0x200 and then apply them.

Quote:
<font face="Verdana, Arial" size="2">Originally posted by Hell Raiser:
I can't test all this out, so I'll just ask you guys. [http://forums.massassi.net/html/smile.gif] I'm gonna give a list, and I just need to know if it's synced over the network or not

A) Thrust
B) Velocity
C) Flags
D) Userdata

Basically what I'm looking for is a number (any number) that is synced over the network by JK itself. My woes would be solved if JK would sync health, but thats the way things go.
</font>

- Wisdom is 99% experience, 1% knowledge. -
2002-11-05, 12:29 PM #3
Sweet, thanks. [http://forums.massassi.net/html/smile.gif]
-Hell Raiser
2002-11-07, 7:07 PM #4
What about a things mass? That would be perfect for what I need to use the number for.

------------------
-Hell Raiser
Without struggles there is no progress
DBZ: The Destruction is Real
-Hell Raiser
2002-11-07, 7:13 PM #5
Yes and no. Mass is a template value, and, AFAIK, can only be changed by Parsearging it, which isnt synched, so no. Youd have to CS it.
And when the moment is right, I'm gonna fly a kite.
2002-11-08, 12:36 AM #6
Correct me if I'm wrong, but isnt there a SetThingMass(thing, flex) ? That would be synced wouldnt it?
Team Battle.
2002-11-08, 2:05 AM #7
Doh, you're right GBK. Isn't there an int or flex that is synced over the network that won't affect a things movement?

------------------
-Hell Raiser
Without struggles there is no progress
DBZ: The Destruction is Real
-Hell Raiser
2002-11-08, 4:20 AM #8
Well sure, triggers.
And when the moment is right, I'm gonna fly a kite.
2002-11-08, 10:03 AM #9
No.

Quote:
<font face="Verdana, Arial" size="2">Originally posted by Hellcat:
Correct me if I'm wrong, but isnt there a SetThingMass(thing, flex) ? That would be synced wouldnt it?</font>

- Wisdom is 99% experience, 1% knowledge. -
2002-11-09, 3:24 PM #10
Don't want triggers. It's a nasty way to keep something updated constantly.

------------------
-Hell Raiser
Without struggles there is no progress
DBZ: The Destruction is Real
-Hell Raiser
2002-11-11, 2:03 AM #11
Hmmm...I can't remember if setthinguserdata() is synced or not.
2002-11-11, 4:26 AM #12
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Hellcat:
Correct me if I'm wrong, but isnt there a SetThingMass(thing, flex) ? That would be synced wouldnt it?</font>


Sorry The_New_Guy, there is a SetThingMass(), just refer to your handy copy of JKSpecs or for those really deperate, try DataMaster.

I'm not that literate of Multiplayer, I try to stay out of it. I think SetThingMass() is synced, but don't hold me to it. Same with SetThingUserData() (think of teh awsome crates [http://forums.massassi.net/html/wink.gif] )

------------------
The Sniper Missions. Current project, The Sniper Missions

The Magician Saber System.

[This message has been edited by Descent_pilot (edited November 11, 2002).]
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2002-11-11, 6:14 AM #13
Yes. I am aware of both verbs - SetThingMass() and SetThingUserData().

I answered NO because it has been my experience that these verbs are NOT sync'd.
- Wisdom is 99% experience, 1% knowledge. -
2002-11-11, 4:47 PM #14
GBK?

------------------
The Sniper Missions. Current project, The Sniper Missions

The Magician Saber System.
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2002-11-12, 6:05 PM #15
Would SyncThingState() syncronize all that unsync'ed stuff?
-Hell Raiser
2002-11-12, 6:10 PM #16
Hmm, it might . . . and it problably wouldnt be too hard to test...
And when the moment is right, I'm gonna fly a kite.
2002-11-12, 6:25 PM #17
Why is SetThingModel synced if SetThingMass isnt? Or am I missing something. I think I will test it.
Team Battle.
2002-11-13, 2:15 PM #18
I just tested. Mass is not sync'd.

Host - SetThingMass(player, 9999);

Joinee - PrintInt(GetThingMass(GetPlayerThing(0)));

The Joinee printed 150. 150 is the default mass for walkplayers.
- Wisdom is 99% experience, 1% knowledge. -
2002-11-13, 2:43 PM #19
Quote:
<font face="Verdana, Arial" size="2">Host - SetThingMass(player, 9999);</font>


Wow, that's gotta be one massive walkplayer!
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2002-11-13, 2:56 PM #20
Ok, what if you now SyncThingState() ?
Team Battle.
2002-11-13, 3:09 PM #21
I don't think anyones figured out how to use that verb properly, or if it even works.

SaberMaster in his Datamaster said basically it only sync's position.
- Wisdom is 99% experience, 1% knowledge. -
2002-11-14, 3:10 AM #22
If syncthingstate() does something, I don't know what it is.

I believe it was used in some LEC cogs...but unfortunately I can't remember which ones. I believe it was a level cog...
2002-11-14, 10:00 AM #23
Hellraiser, I have an answer for you.

It doesn't answer the 'what's synced' question, but it's about how to determine health.

Set up a new inventory bin, and have damaged: determine the player's health, and then set the bin to the player's current health number.

Inventory is synched.

If that doesn't work, try gethealth and sethealth, that's what items use. I tried to make an item using getthinghealth/setthinghealth and it didn't work, but once I used sethealth/gethealth it DID work, so I'm inclined to believe that sethealth/gethealth are synched.

[This message has been edited by Checksum (edited November 14, 2002).]
2002-11-14, 10:57 AM #24
This sounded all wrong so I tested.

Inventory is not sync'd.

Host: SetInv(player, 4, 22);

Joinee: PrintInt(GetInv(GetPlayerThing(0), 4));

The cog prints 0. Which is the Joinee's value for the inventory. You cannot check others inventory, just your own.

GetHealth / GetThingHealth when used on another player return some values like 100 if that person is alive or 0 if the other person is dead, but thats not very useful.

I don't see a good solution to this problem. Triggers/SkillTarget msgs tend to lag / drop. Perhaps you could write some sort of conversion system using unused jk / actor / thing flags. Sounds like more trouble than its worth though.
- Wisdom is 99% experience, 1% knowledge. -
2002-11-14, 12:59 PM #25
*sigh*

How about flags that aren't used by a player? Would AI Mode flags be synced?
-Hell Raiser
2002-11-14, 3:51 PM #26
I keep getting -1 when I try to read the AI mode of other players.

Quote:
<font face="Verdana, Arial" size="2">Originally posted by Hell Raiser:
*sigh*

How about flags that aren't used by a player? Would AI Mode flags be synced?
</font>

- Wisdom is 99% experience, 1% knowledge. -
2002-11-15, 1:12 AM #27
I dont have time to test this now, but try using...

SetLifeLeft();

GetLifeLeft();

I think this number counts down and destroys the thing when it reaches 0. That could be a problem.

Quote:
<font face="Verdana, Arial" size="2">Originally posted by The_New_Guy:
I keep getting -1 when I try to read the AI mode of other players.

</font>

- Wisdom is 99% experience, 1% knowledge. -
2002-11-16, 7:42 AM #28
HOLY FRICKIN COW NEWGUY! THAT'S IT! THAT WORKS AND IS SYNCED!!!! I use that for a projectile that stays above the player when he charges, then I "fire" it by setting it's velocity and giving it a life of 10 seconds! [http://forums.massassi.net/html/biggrin.gif] [http://forums.massassi.net/html/biggrin.gif] [http://forums.massassi.net/html/biggrin.gif] [http://forums.massassi.net/html/biggrin.gif] [http://forums.massassi.net/html/biggrin.gif] /me sex0rz New Guy.

I think....

At least in MP that projectile goes boom after the 10 seconds, so I'm not 100% positive. Haha! Just tested it on the walkplayer, and the LifeLeft stops at 0.013! WHEEEEEEEEEEEEEEEEEEE~!!!!!!!!!

Also, straight from the Datamaster:

Quote:
<font face="Verdana, Arial" size="2">
SetLifeLeft:

Resets the timer that was set in a thing's template. This verb has no effect on a thing if it does not have a timer in its template already.
</font>


However, it still sets the life and counts down. It just won't destroy the thing if there's no timer=# in it's template. Just need 100% conformation on MP....

[This message has been edited by Hell Raiser (edited November 16, 2002).]
-Hell Raiser

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