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ForumsCog Forum → ParseArg() and MP Physics.......
ParseArg() and MP Physics.......
2002-12-03, 12:43 PM #1
Could ParseArg()'ing a players surfdrag, airdrag, ect ect settings only on that players computer cause inconsistancies over MP? Like Player A's computer is calculating that Player B should stop at RandomPos1, however, since I didn't ParseArg() Player B's surfdrag on Player A's computer, it's incorrect, and therefore causes jumping around of Player B on Player A's computer?

Inconsistancies happen when you create an explosion on one computer but not another. On the computer that it was created on, you'll see a player fly away then zap back to his original position.
-Hell Raiser
2002-12-03, 1:42 PM #2
I think it does but I'm not sure. Just have it use a client/server cog. If I'm right then the problem is solved, but if I'm wrong who cares, it's less lag in multiplayer.
I am _ Ace_1 _ , and I approve this message.
2002-12-03, 4:01 PM #3
Parsearg() is NOT synched. You WILL have to trigger it over.
And when the moment is right, I'm gonna fly a kite.
2002-12-03, 5:14 PM #4
I know that GBK. Read my post carefully, THEN post a reply. [http://forums.massassi.net/html/tongue.gif]

[This message has been edited by Hell Raiser (edited December 03, 2002).]
-Hell Raiser
2002-12-03, 6:18 PM #5
Yes. The player will jump/fly around. Ive seen it, its quite funny... Its even worse when your on a dialup.
And when the moment is right, I'm gonna fly a kite.
2002-12-04, 7:09 PM #6
Alrighty then. [http://forums.massassi.net/html/smile.gif]
-Hell Raiser

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