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start a server
#148751
08/17/07 20:50
08/17/07 20:50
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Joined: Jul 2007
Posts: 959 nl
flits
OP
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OP
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Joined: Jul 2007
Posts: 959
nl
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hello
i dont think it is a good place for this an d this trade has to stand in multiplayer but oke
how do you start a server
i dont want start the sever on starting from the game white -cl -sv -cl
but start it when i want
function start_sever_func { start_server(level_name); }
sombody knows how to do that
"empty"
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Re: start a server
[Re: flits]
#148752
08/19/07 17:43
08/19/07 17:43
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Joined: Jul 2007
Posts: 959 nl
flits
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is there a way to do that white -sv -cl ore whiteout -sv -cl but not from the begin of the start of the game
"empty"
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Re: start a server
[Re: D3D]
#148754
08/19/07 18:10
08/19/07 18:10
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Joined: Nov 2006
Posts: 141 South Africa
quasarchangel
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Member
Joined: Nov 2006
Posts: 141
South Africa
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If I'm correct, he wants to do it without having to execute the game again with new arguments, as in Quake3 Arena and many others. Using the arguments one can do something like Call of Duty, which has a SP exe and an MP exe.
God DID give us a manual on how to change this world...
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Re: start a server
[Re: D3D]
#148756
08/19/07 18:28
08/19/07 18:28
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Joined: Jan 2006
Posts: 968
EpsiloN
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Posts: 968
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About server , I have no idea. For clients : Quote:
session_connect(STRING* session,STRING* hostname) Switches to a different session on another server. The first string parameter contains the name of the new session, the second parameter gives the name, domain or IP address of the new server. This way, level or zone changing in a multiplayer environment can easily be performed.
Edition: Pro
Speed: Slow
Remarks: This instruction can be used to switch the engine to client mode even if it wasn't started with the -cl command line option. Note that after switching from normal to client mode, the level has to be loaded anew. Switching the engine to client mode at run time has certain consequences for the script. IFDEF CLIENT can not be used - it's undefined because the engine was not started with the -cl option. Client dependent functions or initializations must run _after_ connecting to a session. For instance, creating a client player in the main function won't work when the engine was not in client mode when running main(). A good place for creating the client player is after reloading the level after connection.
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Re: start a server
[Re: D3D]
#148757
08/19/07 18:33
08/19/07 18:33
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Joined: Jul 2007
Posts: 959 nl
flits
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OP
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Posts: 959
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thnx for looking
yeah i want to build somthing lik a stand alone server
something like this
function start_server1 { if(imaketheserver == 1); { start_server(session_name,my_ip); } }
on_s = start_server1
it doesnt matter how manny people connect because i am going to kick them
and maby but this doesnt have to be
function start_server1 { if(imaketheserver == 1); { start_server(session_name,my_ip); session_name += 1; start_server(session_name,my_ip); session_name += 1; start_server(session_name,my_ip); session_name += 1; start_server(session_name,my_ip); session_name += 1; start_server(session_name,my_ip); } }
on_s = start_server1
"empty"
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Re: start a server
[Re: EpsiloN]
#148759
08/19/07 18:48
08/19/07 18:48
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Joined: Jul 2007
Posts: 959 nl
flits
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OP
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Joined: Jul 2007
Posts: 959
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something like making 2 games one as client and one as server whose session name is change by a .txt ore somthing
because i need rooms for 2 players they can go in like room 1 ore room 20
is there somthing to change the session_name because it is read only
ore do i need to make 22 differt games 1 client 1 main server 20 rooms
"empty"
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Re: start a server
[Re: flits]
#148760
08/19/07 19:03
08/19/07 19:03
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Joined: Nov 2006
Posts: 141 South Africa
quasarchangel
Member
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Member
Joined: Nov 2006
Posts: 141
South Africa
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Have you been able to get a multiplayer game up and running, just basic, from tutorial or something?
God DID give us a manual on how to change this world...
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