Hi, I'd just like to open a bit of discussion regarding sabers for actors in multiplayer. It would be cool if I could get this to work, and would be a benefit to rbots as well as synced ai.
Raynar said in some of his past rbots posts that it isn't possible to give an actor a saber in multiplayer. (rbots sabers are simulated) Now he said he'd been trying to do it for a year and since he isn't exactly a n00b cogger I should have taken his word for it, but I had to know for myself. After some swearing and testing I came to the same conclusion.
It seems that the only way to assign an actor a saber, and have it actually do so is through a level cog (one assigned in the jkl) This doesn't work because it has to be assigned to an enemy that is placed in the level jkl, as appossed to spawned. And since enemies placed in the jkl won't appear in multiplayer there is no way to give them a saber through cog. Follow that?
I'm out of ideas. The real kicker is the jkflags for a saber are set when you set them...I've run checks with jkgetflags and confirmed they were on, JK/MotS just doesn't bother to do anything with the flags like its suppose too.
There's one last thing that I'm unsure of though...
Ok, so I've noticed the dark jedi have a mask value of 0xfff in their cog for the setting that you define the actual darkjedi thing with. I think this flag might be the reason that they work.
My understanding of the mask values and what the heck they are for is pretty limited, and DataMaster tended to confuse me at least as much as before. The only thing that I got was
"Mask Flags can only be used with objects whose values are passed from the level's JKL."
Which means to me, again, there is no way to apply this flag outside of a in level cog. Back to square one again.
Does anyone have any ideas, experiences, etc about how to get around this problem? I'd rather not create a new saber system for synced AI when there's a good one built into the engine. But if I have too...I can't see a way to make work any better than rbots simulated saber system, which raynar himself said was less than stellar.
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Raynar said in some of his past rbots posts that it isn't possible to give an actor a saber in multiplayer. (rbots sabers are simulated) Now he said he'd been trying to do it for a year and since he isn't exactly a n00b cogger I should have taken his word for it, but I had to know for myself. After some swearing and testing I came to the same conclusion.
It seems that the only way to assign an actor a saber, and have it actually do so is through a level cog (one assigned in the jkl) This doesn't work because it has to be assigned to an enemy that is placed in the level jkl, as appossed to spawned. And since enemies placed in the jkl won't appear in multiplayer there is no way to give them a saber through cog. Follow that?
I'm out of ideas. The real kicker is the jkflags for a saber are set when you set them...I've run checks with jkgetflags and confirmed they were on, JK/MotS just doesn't bother to do anything with the flags like its suppose too.
There's one last thing that I'm unsure of though...
Ok, so I've noticed the dark jedi have a mask value of 0xfff in their cog for the setting that you define the actual darkjedi thing with. I think this flag might be the reason that they work.
My understanding of the mask values and what the heck they are for is pretty limited, and DataMaster tended to confuse me at least as much as before. The only thing that I got was
"Mask Flags can only be used with objects whose values are passed from the level's JKL."
Which means to me, again, there is no way to apply this flag outside of a in level cog. Back to square one again.
Does anyone have any ideas, experiences, etc about how to get around this problem? I'd rather not create a new saber system for synced AI when there's a good one built into the engine. But if I have too...I can't see a way to make work any better than rbots simulated saber system, which raynar himself said was less than stellar.
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