Sorry everyone,

I really tried to get this done before I had to quit, but my time is out. I have uploaded what may be the final source code. It is Chapter12, not really as complete as as wanted the chapter and the chapter is not documented. If I have time I will most certainly try to complete the tutorial, but I really don't see it happening in the near future.

Here's is what I got added into the Chapter 12 source.

1) Player's can now choose a profession by left-clicking on a profession panel. I didn't have time to get the code flawless, so the Host must select his profession before any clients join game.

2) Finally got local weapons code completed so that the correct weapon is attached to the local animation. Some very interesting code and much more difficult that I imagined it would be. The main snag I had was getting my.profession into the proc_local. I tried everything but couldn't get it to work. So, finally, I ended up making a seperate proc_local() for each profession and called the correct one from action move.

3) I added one ammo pack at game start (Ammunition Cartridge) and the code for it to be removed when touched by correct profession (Operations Officer). This should atleast give you the technique for picking up power-ups. I did not get to the ammunition remaining code, so you would need to add that where the ammo is removed in code.

Probably the last 2 screenshots:

A client joing a game looking down on game play before he selects a profession:


2 players looking at each other:


I also didn't get to fighting code and thus, I didn't get to code for instance, of what happens if Host dies? Does he get the Choose Profession panels again? I didn't actually get to test it with multiple connections. Not too worried about that. But, whether the code might fail if 2 clients join at almost the same time, worries me a bit. I never got to check that either. Also, never got to tweak it out for the internet after the A6.30 public beta. But, for the most part, the script should be fairly tight.

Another Note: I was just looking at animation, and one computer's animation was much faster than other. I forgot to add FPS_LOCK to the program, which I think is probably very important in a multiplayer game. Mention this incase I don't ever get this change in.

I hope what I got done helps someone. Please feel free to improve on the code and share it with community if you figure it out. I will try to get someone to take over the tutorial if anyone wants to. Not much left really. I was planning local effects and sounds. The techniques to make this happen could fairly easily be extracted from the code that exist. I was going to do attacks (bullets, etc) globally.

I should be able to get the documention updated to cover everything I hope. I haven't got to change the documentation for what is mentioned in above post or Chapter 12 at this time.

The Chapter 12 source can be found at my 3DGS link below under Multiplayer.

Best Wishes,
Happy Programming,
God Bless,
Sincerely,
Frederick "Locoweed" Sims

"Was this a TUSC thread?" Heh.


Professional A8.30
Spoils of War - East Coast Games