Is it possible to use bone rotation manipulation in multiplayer?

Posted By: Vonman

Is it possible to use bone rotation manipulation in multiplayer? - 08/17/11 17:10

I'm working on a shooter, and I want to be able to tilt the whole torso of the player model independently of the running animations by using bone_rotate so that the model can physically "look" up or down. If I can't, it will just not look right. The player model would look like it's aiming flat at the horizon even if its aiming up or down.

I found the following text in the manuel under "ent_animate".

"In a multiplayer game, sending bones animation to the clients causes the high traffic and does not interpolate between bones frames. Only basic frames, without ANM_ADD mode, and without any direct bones manipulation are sent. We strongly recommend to perform bones and vertex animation on the client side by using a local function and setting the entity's nosend_frame flag on the server. "

When I start the server and first client, FROM the server, I can see the clients bone animations of all kinds, BUT the client computer cannot see the bone_manipulation angles of the host or any other client. So basically, the only computer that can see the bone_rotations is the host.

I figured if the host can see it, but the clients can't, then maybe the animations and bone_rotations are all being done on the server. But the thing is, I use two entities with the client side (one global, one ent_createlocal).

I do the bone_rotate on the local entity, save it as a skill, send the skill to the global entity, but it still does'nt work.

surely somebody out there has managed to get a bone_rotation to work with multiplayer and i'd appreciate it if someone can just tell me how it basically works.

Thanks.
Posted By: Dark_samurai

Re: Is it possible to use bone rotation manipulation in multiplayer? - 08/17/11 18:38

You could do it like this:

Store the tilt of the "torso-bone" in a skill and send this skill to all participants. All the participants check the value of the skill in a while loop and set the bone to the stored tilt value.
Posted By: Vonman

Re: Is it possible to use bone rotation manipulation in multiplayer? - 08/18/11 07:34

Yep, thats exactly what I tryed.. It did'nt work, apparently there's either some workaround or the engine can't do it.
Posted By: Dark_samurai

Re: Is it possible to use bone rotation manipulation in multiplayer? - 08/18/11 08:14

Sorry I missed the last two lines of your post. But this should work for sure!

Debug your problem step by step:
1) Check if the correct tilt value is stored in the skill.
2) Check if the value is sent to all participants
3) Check if the bone_rotation() function is really executed
4) ...
Posted By: Vonman

Re: Is it possible to use bone rotation manipulation in multiplayer? - 08/19/11 12:26

Yep, all three work, but unlike the position and angles of clients, bones manipulation not only is'nt communicated with clients, it almost seems as if it actually is blocked on purpose. Kinda like the 8 dynamic light limit for A6 (where in A7 and on, it's unlimited).
Posted By: Quad

Re: Is it possible to use bone rotation manipulation in multiplayer? - 08/19/11 12:45

you have to manually send values and set angles on all clients seperately, server does not do that automatically.
Posted By: Dark_samurai

Re: Is it possible to use bone rotation manipulation in multiplayer? - 08/19/11 12:50

You can't use any bone manipulating functions on global entities? Are you sure?
Posted By: SchokoKeks

Re: Is it possible to use bone rotation manipulation in multiplayer? - 08/21/11 11:18

maybe you let the engine send the animation frames and they overwrite the local changes to bone manipulation? try NOSEND_FRAME
Posted By: tzw

Re: Is it possible to use bone rotation manipulation in multiplayer? - 09/06/11 13:38

i meet the same problem
© 2024 lite-C Forums