Gamestudio Links
Zorro Links
Newest Posts
loading historical data 1st time
by AndrewAMD. 04/14/23 12:54
Trade at bar open
by juanex. 04/13/23 19:43
Bug in Highpass2 filter
by rki. 04/13/23 09:54
Adding Limit Orders For IB
by scatters. 04/11/23 16:16
FisherN
by rki. 04/11/23 08:38
AUM Magazine
Latest Screens
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Hecknex World
Who's Online Now
0 registered members (), 938 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
rki, FranzIII, indonesiae, The_Judge, storrealba
18919 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Why is my Client Not Scanning? -- EDITED #186287
02/28/08 14:18
02/28/08 14:18
Joined: Nov 2006
Posts: 193
England
RyuShinji Offline OP
Member
RyuShinji  Offline OP
Member

Joined: Nov 2006
Posts: 193
England
i've tracked the fault to c_scan.
this works for the host player but not for the client player.

this works:
__________________________________________________________________________________
IF (mouse_middle == 0 && mouse_middle_press == 1) { mouse_middle_press = 0; }
IF (mouse_middle == 1 && mouse_middle_press == 0) {
IF (player_lock_on == 0) {player.z-=200;}
__________________________________________________________________________________

this doesnt work:
__________________________________________________________________________________
IF (mouse_middle == 0 && mouse_middle_press == 1) { mouse_middle_press = 0; }
IF (mouse_middle == 1 && mouse_middle_press == 0) {
IF (player_lock_on == 0) {
c_scan(player.x,player.pan,vector(360,180,250),scan_ents |scan_limit|ignore_me);
IF (you != null) {player.z-=200;}}}
__________________________________________________________________________________

i think no "you" pointer is returned.

why cant the clients scan?

Last edited by RyuShinji; 02/28/08 19:02.
Re: Why is my Client Not Scanning? -- EDITED [Re: RyuShinji] #186288
03/02/08 02:23
03/02/08 02:23
Joined: Apr 2004
Posts: 516
USA
Trooper119 Offline
User
Trooper119  Offline
User

Joined: Apr 2004
Posts: 516
USA
Pardon me for being blunt but I'm not exactly sure what your asking and since most people arn't good or experience with Multiplayer I'll just try to give you another pair of eyes to help you out.

First from what I understand of multiplayer mechanics the only difference from a singleplayer to its adversary is that you have to update the information between the two. If this is so, your the client and the host are both scanning individually and then sending the equivalent data when needed. So it seems that you could scan a player, and he scan you, but on the local data would be there, any skills and stuff you might need that haven't been updated wouldn't work.
So you scanning the client should work, and he scanning you should work. But I'm guessing the data isn't being sent over the network which is what you are looking for (stop me if I'm wrong).

I'm guessing your problem is perhaps if your getting the client to scan, he's not sending his data to you, in which I might suggest that you use something similar to send_data_to (ENTITY*, void* data,var size) to get the data sent to your computer that you need based on his scan.

I'm going based of the theory that you can scan, your client can scan, but you can't scan for your client. Just a collection of thoughts, you might want to elaborate if you want more help on the extent of your problem (what your trying to retrieve, and from where)


A clever person solves a problem.
A wise person avoids it.
--Einstein

Currently Codeing: Free Lite-C

Gamestudio download | chip programmers | 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