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Is it possible to use bone rotation manipulation in multiplayer?
#380429
08/17/11 17:10
08/17/11 17:10
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Joined: Nov 2005
Posts: 66 Spokane, WA, USA
Vonman
OP
Junior Member
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OP
Junior Member
Joined: Nov 2005
Posts: 66
Spokane, WA, USA
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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.
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Re: Is it possible to use bone rotation manipulation in multiplayer?
[Re: Vonman]
#380438
08/17/11 18:38
08/17/11 18:38
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,930
Austria
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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.
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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Re: Is it possible to use bone rotation manipulation in multiplayer?
[Re: Vonman]
#380478
08/18/11 08:14
08/18/11 08:14
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,930
Austria
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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) ...
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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Re: Is it possible to use bone rotation manipulation in multiplayer?
[Re: Vonman]
#380585
08/19/11 12:45
08/19/11 12:45
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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you have to manually send values and set angles on all clients seperately, server does not do that automatically.
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Re: Is it possible to use bone rotation manipulation in multiplayer?
[Re: Quad]
#380586
08/19/11 12:50
08/19/11 12:50
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,930
Austria
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You can't use any bone manipulating functions on global entities? Are you sure?
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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