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ForumsCog Forum → Synching?
Synching?
2004-03-03, 10:36 AM #1
Is it possible to have a cog that would just have the parametes:
ghostpos(thing): ghost as to where to create ai guy
aitpl(template): the template of the guy

But, yes synching is a problem (it is for MP). This would make co-op levels easier to make. This is because I have actors that are more complex than ais_basic_jk.cog can handle.

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nil nip nada zip zero naught lip zil
This is retarded, and I mean drooling at the mouth
2004-03-03, 1:48 PM #2
In theory, spawning the enemies correctly on all clients would not be a problem. However; if you want these enemies to by synched without the use of Nightmare's cogs, you're out in no-man's land, and you've got a lot of pioneering ahead of you.

I suggest that you read up on all of his published material and base your new templates and class cogs off his established ones.

Good luck!
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2004-03-03, 3:45 PM #3
Well I know RBots does it, but I look at their code and I get bogged down by the complex coding (handling weapon changes/frames/saber/and everything else that a PLAYER does, so in theory actors could be possible too? or is Rbot code just a more advanved version than ai_basic_jk
OK im starting to get mixed up

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nil nip nada zip zero naught lip zil
This is retarded, and I mean drooling at the mouth
2004-03-04, 9:41 AM #4
Well, Rbots puts A LOT of strain on the JK engine. That I know.

As a matter of fact, I thought I read that Rbots wasn't really intended for actual multiplayer playing; just for a single person to play the computer. I totally forget that though.

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I am Darth Slaw.
The Dark Lord of the Sith,
And part of the Nightfire mod team
May the mass times acceleration be with you.

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