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ForumsCog Forum → MP trip mines
MP trip mines
2003-03-25, 4:02 AM #1
i was looking around at millenium and i saw his trip mine tutorial his method won't work in MP is there a way to make them in MP? and if so how?

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roses are red, violets are blue, I am schizophrenic, and so am I!
roses are red, violets are blue, I am schizophrenic, and I am too!
2003-03-25, 8:01 AM #2
I think that nobody ever managed to get them to work in MP, but what do I know, right? Th problem is, that the common way is to fire a laserbeam at a very high rate of fire, and when it hits a player, it makes the mine explode. This is very problematic, since high firerates create a lot of traffic. One way to work around this problem could be to fire the beam only locally (0x240 cog flags), and when a player gets hit, send a trigger to the other machines. That could work.

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"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2003-03-25, 4:33 PM #3
so whenever a mine is layed have the weap cog call something like a template cog localy on every machine? hmmm that sounds like some c/s hmmm another thing that i don't do well, mainly because i've never tried before. so what better time to learn thatn now. I think i will try that zag hopefully it will work.

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roses are red, violets are blue, I am schizophrenic, and so am I!
roses are red, violets are blue, I am schizophrenic, and I am too!
2003-03-25, 11:50 PM #4
Hi. Haven't been here for a while.

About that trip mine not working in mp,
the problem is that it is not about high network burden, it was that I used inventory bin (which is not synched over the network) to find out which mine to blow when the beam spot template gets triggered.

You can make it work by sending trigger on clients to do SetInv on all clients instead of on the only server cog.

If you look at the c/s tutorial on multiplayer on my site and understand the technique, lag shouldn't be a problem. So, it's quite possible but no one has done yet.

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http://millennium.massassi.net - MILLENNIUM
JK Mods : Sniper Arena! - Enhancement Pack!
2003-03-26, 1:09 AM #5
Why couldnt when the laser mines be planted there is one trigger sent with its location / angle. Then its fired as a projectile locally on each machine. Next when someone detonates it another trigger is sent to tell everyones mine to blow up.

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Team Battle.
Team Battle.
2003-03-31, 11:28 PM #6
The only thing that could not be done was to find out the mine from the beam spot template(not the beam, these are 2 different templates) using GetThingParent twice. First of it finds the beam template, which has explode element as the beam spot.
But using GetThingParent again on it never returned the mine thing.

As for the trigger, it is done in that way already, there are c/s cogs to have the beams fired locally but it never blew up as someone passed except on the computer the person was using(which is the bin not synched problem).

So, I had to store it in a bin inventory. Anything else should be possible to create mp mine. I wasn't too good at that time to do so [http://forums.massassi.net/html/wink.gif]


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http://millennium.massassi.net - MILLENNIUM
JK Mods : Sniper Arena! - Enhancement Pack!

[This message has been edited by Hideki (edited April 01, 2003).]
2003-04-01, 8:42 AM #7
My idea(s) might be the weakest sounding, but I think it would work...
Why not make the beam part of the mine 3do. (make the beam *very* long). Then you'll only have to use the "touched" cog message to get it to explode. You'll have to probably mess with insert offsets, though, to get it to line up right.
-----or-----
If you want the beam to appear a few seconds after you place the mine, make a very long laser beam 3do (with no velocity), use "fireprojectile" to fire it from the mine. Then you can use the touched message again. If you don't want to mess with insert offsets here, align the 3do so center of the back surface is close to (0/0/0). That's a lot easier than all this extra cogging.

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May the forks be with you.
Catloaf, meet mouseloaf.
My music
2003-04-01, 1:12 PM #8
The current technique is fine as is, the problem is stated above on what's going to go wrong in mp mode.

If you make a long 3do, the beam just doesn't appear if the mine is placed on a side of a wall where the other side of the wall is very close.

Touched message never seemed to work for the trailthing template attribute somehow, if it did, it'd be much easier to make it work than messing with distance of the laser spot in a fast pulse and see whether it changed or not to make it explode.

Trailthing is the only way to make a realistic laser in JK. It'd be good if someone writes a script that doesn't mess with inventory bin, which should look much clearer than using bin entries.

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http://millennium.massassi.net - MILLENNIUM
JK Mods : Sniper Arena! - Enhancement Pack!
2003-04-01, 2:17 PM #9
It works if the 3do's "center" is at the top surface of the mine. The center point makes a lot of difference in jk's rendering engine. And I know the other method works, I'm just saying this would require less time to do.

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May the forks be with you.
AOL - providing excellent internet connection until you leave their domain.
Catloaf, meet mouseloaf.
My music

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