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ForumsCog Forum → Are thing user datas synced in MP?
Are thing user datas synced in MP?
2003-01-31, 8:41 AM #1
As you might know, I'm working on a speeder bike for MotS. It's almost done, but there are a few bugs. One of them is that Kyle will share the bike with someone else in MP. I'm setting the userdata of the bike to 1 to designate that it's active. but for some reason the other machines in MP still have 0 as the userdata. Are userdatas synced or not?
2003-01-31, 11:46 AM #2
User Data is not synced at all. And I think SetThingUserData is broken in MotS. (not sure)

You might wanna use a thingflag that wouldn't affect the bike. Those are synced.
-Hell Raiser
2003-01-31, 3:10 PM #3
Thanks, that was really confusing me!
2003-02-01, 4:31 AM #4
*coughC/Scough*

------------------
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
2003-02-01, 10:44 AM #5
*coughUnreliablecough* [http://forums.massassi.net/html/tongue.gif]
-Hell Raiser
2003-02-01, 3:49 PM #6
*coughIFyouDON'TknowHOWtoUSEthemPROPERLYcough* What, HR had some bad expirence with C/S cogs? [http://forums.massassi.net/html/tongue.gif] It's just like Heap verbs.

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

The Magician Saber System.

[This message has been edited by Descent_pilot (edited February 01, 2003).]
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2003-02-03, 7:46 AM #7
C/S cogs are a hassle sometimes, and they do present some new challenges but they work great for reducing latency problems. And of course they are required in situations like this as a fix.
2003-02-03, 10:00 AM #8
A general rule on MP syncing; if you have doubts, odds are, it isnt synched.


DP, dont question HR's cog knowledge. If the man says CS cogs are unreliable, then they are unreliable. Ive been around long enough to know to take his word for something.

And besides, he is right. CS cogs are unreliable.
And when the moment is right, I'm gonna fly a kite.
2003-02-03, 2:24 PM #9
We could argue this all night. I don't question HR's knowledge of cog, it's just C/S cogs have never been a problem for me. Comepletly reliable and simple for the most part.

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

The Magician Saber System.

[This message has been edited by Descent_pilot (edited February 03, 2003).]
Major projects working on:
SATNRT, JK Pistol Mod, Aliens TC, Firearms

Completed
Judgement Day (HLP), My level pack
2003-02-03, 7:27 PM #10
DP, if you're doing something simple, yes it's realiable, sometimes. When you've got a bit of lag in the game, the trigger may not reach everyone, therefore it's unreliable. JK likes to make sure everything is synced, so a thingflag would be the way to go. (personally) Hell, I was the one to spark the whole C/S static.jkl thing back in the day. (don't believe me? Check out mellennium and Hideki's c/s tutorial [http://forums.massassi.net/html/redface.gif] )

It's been my personal experiance that c/s is a really crappy way to go with the average connection of mod players out there. There's been many a time where I've played SS3 beta 9 (one of the most notorious c/s mods) and to tell you the truth, it stank because everyone had to be using cable to get everything goin along just right, and sometimes that didn't help 100%. With TDiR.... hell, don't get me started on TDiR. 70% of the crap I came up with wouldn't work with c/s and static.jkl, so I finally dove into how JK (the game itself) was structured with it's .jkls and .gobs and lack of c/s and everything. After structuring everything according to how JK is, 95% of everything that didn't work, works. It went from "OMG WHY TF WON"T IT WORK?!?!?" to "HOLY COW ITS WORKING!!11!! HEY THIS IS ACTUALLY FUN NOW!!11!!!" So yea, I detest c/s with an extreme authority and would reccomend that you only use it how LEC used it. Very very sparingly and only in the CTF cogs. [http://forums.massassi.net/html/tongue.gif]

I've used thingflags above what the Datamaster lists with no problem in syncing. I'd suspect it'd go to however big an int can be. Even using a thingflag like 0x2000 'Thing will not be created in games of "medium" difficulty' will be synced. (AFAIK going with the whole thingflags are synced thing)

Sendtrigger should only be used in a "Can't figure any other way around this" situation, like in the CTF_Main.cog, telling another player what his inventory should be. Sendtrigger should only be used in a true client/server situation, in where the server handles everything and forwards the information to the client. (like the CTF_Main.cog) blah, enough ranting. I can come up with another 10 ways of why Sendtrigger is the spawn of Satan, but I won't. [http://forums.massassi.net/html/tongue.gif]

[edit]
As a matter of fact, I do believe that Sendtrigger was only meant to be used in a 'server does everything/some things and forwards it to the client(s)' situation. Look at the CTF cogs.
[/edit]

[This message has been edited by Hell Raiser (edited February 03, 2003).]
-Hell Raiser
2003-02-03, 9:47 PM #11
So how do you fireprojectiles without using sendtrigger?
Team Battle.
2003-02-04, 4:18 AM #12
Hey, HR, become a speech writer. [http://forums.massassi.net/html/tongue.gif] I see what you're saying, but for things like doors, that really increases lag, so C/S. I think the reason SS3 is so crappy is because too many triggers are used. So they might become a problem iff (that no typo) there's moderate-heavy lag. But hey, I do levels, not mods and I don't like MP that much. [http://forums.massassi.net/html/redface.gif]

Though it really comes down to personal preference. Anyway, that's my opinion in this argument.

------------------
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
2003-02-05, 5:47 PM #13
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Hellcat:
So how do you fireprojectiles without using sendtrigger?</font>


You make levels for it (your mod or what have you) and include the templates in the levels. Not really a popular solution since everyone has gotten used to usin triggers. Works wonders for me tho.
-Hell Raiser
2003-02-05, 10:18 PM #14
That works??

That might just be a good solution...
Team Battle.
2003-02-07, 1:41 PM #15
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Hellcat:
That works??

That might just be a good solution...
</font>


Sarcasm, right? [http://forums.massassi.net/html/confused.gif]

I made a proggie to convert regular old .jkls to Mod Specific (TDiR at the moment) .jkls and it includes everything the templates need to work. (looks for cogs, puppets, sprites, all that good jargon) Just have your templates listed in a file and go to town. It also keeps the templates needed for level things in case you're wondering. Is there a demand for such a tool? I love it to death since Shred pops out a new level or version of one every now and then. Alls I gotta do is zip it through the converter and it's ready to play with TDiR. [http://forums.massassi.net/html/redface.gif]

[This message has been edited by Hell Raiser (edited February 07, 2003).]
-Hell Raiser
2003-02-07, 7:20 PM #16
No, I didnt think they were... guess that would have changed the way I would have done alot of stuff in TB [http://forums.massassi.net/html/frown.gif]
Team Battle.

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