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Kamera in Multiplayer/Cam in Multiplayer
#214001
07/01/08 21:56
07/01/08 21:56
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Joined: Mar 2008
Posts: 68 Germany, Essen
virtualmarctek
OP
Junior Member
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OP
Junior Member
Joined: Mar 2008
Posts: 68
Germany, Essen
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Deutsch: Ich möchte eine 1st Person kamera im Multiplayer machen, aber irgendwie funktionierts nicht. Der Code wird ausgeführt, nachdem sich der Player bewegt hat. English: I would like to create a 2st person camera in multiplayer, but it doesn work. The code ist started after moving the player. function pl_cam()
{
camera.pan = player.pan;
camera.tilt = 0;
camera.roll = 0;
camera.x = player.x;
camera.y = player.y;
camera.z = player.z;
}
mfg, Marc V.
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Re: Kamera in Multiplayer/Cam in Multiplayer
[Re: virtualmarctek]
#214008
07/01/08 23:11
07/01/08 23:11
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Joined: Nov 2007
Posts: 1,143 United Kingdom
DJBMASTER
Serious User
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Serious User
Joined: Nov 2007
Posts: 1,143
United Kingdom
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This code shows nothing useful. We need more info on how you start the server/clients.
Last edited by DJBMASTER; 07/01/08 23:12.
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Re: Kamera in Multiplayer/Cam in Multiplayer
[Re: DJBMASTER]
#214038
07/02/08 08:23
07/02/08 08:23
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Joined: Mar 2008
Posts: 68 Germany, Essen
virtualmarctek
OP
Junior Member
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OP
Junior Member
Joined: Mar 2008
Posts: 68
Germany, Essen
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Here is the full code: #include <acknex.h>
#include <default.c>
#include "status.c"
#include "windows.h"
#include "d3d9.h"
//---------------------------------------------------------------------------------------------||
// some global vars, defines...
//---------------------------------------------------------------------------------------------||
#define force_x skill1
#define force_y skill2
#define force_z skill3
#define force_pan skill4
#define MAX_CONNECTIONS 8
VECTOR camVel;
var force[3];
var vecFrom[3];
var vecTo[3];
//---------------------------------------------------------------------------------------------||
// function prototypes
//---------------------------------------------------------------------------------------------||
void playerAct();
void inputs();
void server_called();
void client_called();
void donothing(){wait(1);}
//---------------------------------------------------------------------------------------------||
// main function
//---------------------------------------------------------------------------------------------||
int main()
{
video_mode = 8;
video_depth = 32;
video_screen = 2;
fps_max = 60; // lock fps at 60 for all players
fps_lock = ON;
dplay_smooth = 0; // dplay_smooth is causing too much overshoot and jerks
on_server = server_called; // on server event, call server_called()
on_esc = donothing;
wait(-.3);
if(connection == 3){
people_connected = 1;
str_cpy(messages_str, "Connecting as a HOST...");
wait(-3);
reset(messages_txt, VISIBLE);
set(connected, VISIBLE);
set(status, VISIBLE);
video_window(NULL,NULL,16,"HOST...");
}
if(connection == 2){
str_cpy(messages_str, "Connecting as a CLIENT...");
wait(-3);
reset(messages_txt, VISIBLE);
set(connected, VISIBLE);
set(status, VISIBLE);
video_window(NULL,NULL,16,"CLIENT...");
}
level_load("test.wmb");
wait(-.3);
player = ent_create("aim.mdl", vector(0,0,100), playerAct);
wait(-.3);
inputs();
while(1)
{
again:
// constantly checks if server is still online
if(dplay_bps == 0 && dplay_latency == 0 && connection == 2) {
if (MessageBox(NULL, "Server is offline and the game will shutdown.", "Error", MB_OK | MB_ICONSTOP) == IDOK){
sys_exit(NULL);
}
}
if(key_esc){
while(key_esc){wait(1);}
if(MessageBox(NULL, "Do you really want to quit?", "Quit?", MB_YESNO | MB_ICONQUESTION) == IDYES){sys_exit(NULL);}
else{wait(1);goto again;}
}
wait(1);
}
}
//---------------------------------------------------------------------------------------------||
// function for handling inputs
//---------------------------------------------------------------------------------------------||
void inputs()
{
while(1){
player.force_x = (key_w - key_s) * time_step * 15;
player.force_y = (key_a - key_d) * time_step * 15;
player.force_pan -= mouse_force.x * 15 * time_step;
if(connection == 2){
send_skill(player.force_x, SEND_VEC);
send_skill(player.force_pan, 0);
}
wait(1);
}
}
//---------------------------------------------------------------------------------------------||
// Kamera Funktion
//---------------------------------------------------------------------------------------------||
function pl_cam()
{
camera.pan = player.pan;
camera.tilt = 0;
camera.roll = 0;
camera.x = player.x;
camera.y = player.y;
camera.z = player.z;
}
//---------------------------------------------------------------------------------------------||
// move player function
//---------------------------------------------------------------------------------------------||
void movePl()
{
while(1){
my.pan = my.force_pan;
force[0] = my.force_x * 15 * time_step;
force[1] = my.force_y * 10 * time_step;
force[2] = 0;
move_mode = GLIDE|IGNORE_PASSABLE|IGNORE_PASSENTS|IGNORE_YOU;
c_move(my, force, nullvector,move_mode);
if (my.force_x || my.force_y || my.force_z)
{
trace_mode = IGNORE_SPRITES|IGNORE_PASSENTS|IGNORE_PASSABLE|IGNORE_MODELS|USE_BOX;
vec_set(vecFrom,my.x);
vec_set(vecTo,my.x);
vecTo[2] -= 400;
result = c_trace(vecFrom,vecTo,trace_mode);
my.z = target.z + ((my.max_z - my.min_z)/2);//Set to the floor
}
pl_cam();
wait(1);
}
}
//---------------------------------------------------------------------------------------------||
// player action
//---------------------------------------------------------------------------------------------||
action playerAct()
{
my.emask |= ENABLE_DISCONNECT;
my.smask |= NOSEND_FRAME;
c_setminmax(my);
wait(-.3);
ent_sendnow(my);
wait(-.3);
set(me, SHADOW);
movePl();
}
//---------------------------------------------------------------------------------------------||
// function Server_Called(): server was called
//---------------------------------------------------------------------------------------------||
void server_called()
{
if ((event_type == EVENT_JOIN) && (people_connected < MAX_CONNECTIONS))
{
people_connected += 1; // another person connected
send_var(people_connected); // send number of people connected
}
if (event_type == EVENT_LEAVE)
{
people_connected -= 1; // one less person connected to server
send_var(people_connected); // send number of people connected
}
}
//--------------------------------------------------------------------
// player events
//--------------------------------------------------------------------
void player_events()
{
if (event_type == EVENT_DISCONNECT)
{
ent_remove(me); // remove ent of player that quit
}
}
There is no Host (-sv -cl) only a Server (-sv) and a Client (-cl)
Last edited by virtualmarctek; 07/02/08 08:25.
mfg, Marc V.
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Re: Kamera in Multiplayer/Cam in Multiplayer
[Re: virtualmarctek]
#214039
07/02/08 08:29
07/02/08 08:29
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Joined: Nov 2007
Posts: 1,032 Croatia
croman
Serious User
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Serious User
Joined: Nov 2007
Posts: 1,032
Croatia
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ooh, that's my code ![smile smile](/ubb7/images/graemlins/default_dark/smile.gif) put pl_cam(); under inputs(); in main function and add inside pl_cam function while loop...i'm not sure if that'll work but try it...
Ubi bene, ibi Patria.
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Re: Kamera in Multiplayer/Cam in Multiplayer
[Re: croman]
#214042
07/02/08 08:39
07/02/08 08:39
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Joined: Mar 2008
Posts: 68 Germany, Essen
virtualmarctek
OP
Junior Member
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OP
Junior Member
Joined: Mar 2008
Posts: 68
Germany, Essen
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yes its your code, becaus I read it and i understand it. Its not so big like Locoweeds code ![wink wink](/ubb7/images/graemlins/default_dark/wink.gif) And now my result: It works, I just have to make the camera higher, but thats no problem, because the cam is on the roof.
mfg, Marc V.
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Re: Kamera in Multiplayer/Cam in Multiplayer
[Re: virtualmarctek]
#214043
07/02/08 08:43
07/02/08 08:43
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Joined: Nov 2007
Posts: 1,032 Croatia
croman
Serious User
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Serious User
Joined: Nov 2007
Posts: 1,032
Croatia
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so...this what i told you is working? does it work on client too?
Ubi bene, ibi Patria.
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Re: Kamera in Multiplayer/Cam in Multiplayer
[Re: virtualmarctek]
#214334
07/04/08 08:02
07/04/08 08:02
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Joined: Mar 2008
Posts: 68 Germany, Essen
virtualmarctek
OP
Junior Member
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OP
Junior Member
Joined: Mar 2008
Posts: 68
Germany, Essen
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Now there is a problem with the 3rd Person Camera. While I turn around the cam I see the player more times for short. Here's my code: //---------------------------------------------------------------------------------------------||
// 3rd Person Kamera Funktion
//---------------------------------------------------------------------------------------------||
var pan1;
var pan2;
void pl_cam()
{
while(1) {
pan1=cos(camera.pan)*300;
pan2=sin(camera.pan)*300;
camera.pan = player.pan;
camera.x = player.x-pan1;
camera.y = player.y-pan2;
camera.z = player.z + 80;
wait(1);
}
}
mfg, Marc V.
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Re: Kamera in Multiplayer/Cam in Multiplayer
[Re: virtualmarctek]
#214345
07/04/08 09:22
07/04/08 09:22
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Joined: Nov 2007
Posts: 1,032 Croatia
croman
Serious User
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Serious User
Joined: Nov 2007
Posts: 1,032
Croatia
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well...again, that problem you caused, no offens. something's wrong with your camera or/and with your player turning left,right... post here part of your code where the player is paning and where you call camera function
Ubi bene, ibi Patria.
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Re: Kamera in Multiplayer/Cam in Multiplayer
[Re: croman]
#214346
07/04/08 09:23
07/04/08 09:23
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Joined: Mar 2008
Posts: 68 Germany, Essen
virtualmarctek
OP
Junior Member
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OP
Junior Member
Joined: Mar 2008
Posts: 68
Germany, Essen
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its the same with the 1st person camera only the cameracode is changed form 1st person in 3rd person!
mfg, Marc V.
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