Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
1 registered members (TipmyPip), 18,388 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
bounding box problem ?! #156941
09/25/07 20:17
09/25/07 20:17
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline OP
User
demiGod  Offline OP
User

Joined: Mar 2006
Posts: 752
Portugal
Hi, i am creating the players something like that:

Code:

if(connection > 1)
{
ME = ENT_CREATE ("cbabe.mdl", NULLVECTOR, paint_FUNCTION);
wait(1); // wait 1 frame after creation
c_setminmax(me);
}



The server sees the clients bounding box ok:



But the clients dont see the updated bbox of server and other clients:



Do i need to send min_x and max_x vectors?

thanks.

Re: bounding box problem ?! [Re: demiGod] #156942
09/26/07 09:53
09/26/07 09:53
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline OP
User
demiGod  Offline OP
User

Joined: Mar 2006
Posts: 752
Portugal
Hmm, after some investigation it seems that min_x,y,z and max_x,y,z arent networkable parameters. Probably have to use some skills to do it.

But i ask in other way: there is no way to start the players creation on server and clients with the bounding box assuming players real dimensions, without sending those skills?

Re: bounding box problem ?! [Re: demiGod] #156943
09/26/07 15:52
09/26/07 15:52
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
The setminmax() function is not networkable thus your behaiviour is to be expected.

What you see on the client is the fat or narrow hull definition for the model. This is the same as you would see on the server before the setminmax() call.

You would have to make a setminmax() call on the client following entity creation. Then similar models will have similar BBs.

Since you are creating the entity on the server, there is no automatic way of setting this for te client. The two best ways to do this are to have a skill trigger event_receive and that starts setminmax() (with me already set since it's in the entities event function; my prefered method) or by using proc_clients to start the setminmax() function on the client (a bit harder since the function would have to determine the pointer to the target entity).

Re: bounding box problem ?! [Re: fastlane69] #156944
09/26/07 16:23
09/26/07 16:23
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline OP
User
demiGod  Offline OP
User

Joined: Mar 2006
Posts: 752
Portugal
Thanks for your considerations fastlane, i will test those methods soon.

Re: bounding box problem ?! [Re: demiGod] #156945
09/27/07 21:42
09/27/07 21:42
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline OP
User
demiGod  Offline OP
User

Joined: Mar 2006
Posts: 752
Portugal
For who wants to know i solved the question this way:

function setBBOX()
{
wait(1);
c_setminmax( me );
}


the paint_FUNCTION runs on the server of course, so i just used proc_local in the begining of that function this way:

if( connection == 3 )
{
proc_local( me, setBBOX );
}

This way all clients see their bounding box updated and server“s bbox too.



Re: bounding box problem ?! [Re: demiGod] #156946
09/29/07 23:21
09/29/07 23:21
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
Perfect. Nice.

Re: bounding box problem ?! [Re: fastlane69] #156947
10/07/07 15:10
10/07/07 15:10
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline OP
User
demiGod  Offline OP
User

Joined: Mar 2006
Posts: 752
Portugal
wtf...

I though this problem was solved but i realised that sometimes one bounding box is not updated, normally the 3rd player.

Also, the 2nd player loosed his bounding box at runtime.

function setBBOX()
{
wait(1);
c_setminmax( me );
}

the paint_FUNCTION runs on the server of course, so i just used proc_local in the begining of that function this way:

if( connection == 3 )
{
proc_local( me, setBBOX );
}

What a hell is going on? can be a bug?

I tried fastlane solution using a skill trigger with event_receive but it didnt work too.



Last edited by demiGod; 10/07/07 15:14.

Moderated by  HeelX, Spirit 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1