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ForumsCog Forum → NonSynced cogs, C/S cogs and Multiplayer
NonSynced cogs, C/S cogs and Multiplayer
2003-01-02, 4:51 PM #1
I have a cog that is flagged 0x200 and it has a rapid pulse that checks for projectile1. Projectile1 was created in a 0x240 cog. When projectile1 is detected in the 0x200 cog it sends a trigger to a cog flagged 0x240 and the cog destroys projectile1 and creates projectile2. Would this all be consistant on all computers in a multiplayer game?
I am _ Ace_1 _ , and I approve this message.
2003-01-02, 5:07 PM #2
Uhh . . . . WTF?


A general rule of thumb is, if you have doubts about something being synced, odds are, it isnt synced.
And when the moment is right, I'm gonna fly a kite.
2003-01-02, 5:18 PM #3
No, locally created things are not neccessarily the same thing on different computers...
2003-01-02, 5:19 PM #4
Just follow it out yourself. Anything created in a 0x240 cog will not be created on other computers, as is the same with 0x200. 0x40 is kinda redunant.... ah hell, I'm confused.

Just follow it through logically, like you would any other piece of code.
-Hell Raiser
2003-01-03, 5:39 AM #5
If you create a thing on a 0x240 cog, it only is created on that player's computer. That is the priciple behind c/s cogs, send a trigger, because all cogs recieve all triggers. Then do the stuff locally (doors are great examples).

But if you only use the 0x40 flag, then the cog is run loocally, but everything it does is still synced over the network. Theis flag is good when making complex calculations that doesn't need to be added to lag in the level.

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