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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
Joined: Nov 2005
Posts: 66
Spokane, WA, USA
Vonman Offline OP
Junior Member
Vonman  Offline OP
Junior Member

Joined: Nov 2005
Posts: 66
Spokane, WA, USA
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.

Re: Is it possible to use bone rotation manipulation in multiplayer? [Re: Vonman] #380438
08/17/11 18:38
08/17/11 18:38
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
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.


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Re: Is it possible to use bone rotation manipulation in multiplayer? [Re: Vonman] #380473
08/18/11 07:34
08/18/11 07:34
Joined: Nov 2005
Posts: 66
Spokane, WA, USA
Vonman Offline OP
Junior Member
Vonman  Offline OP
Junior Member

Joined: Nov 2005
Posts: 66
Spokane, WA, USA
Yep, thats exactly what I tryed.. It did'nt work, apparently there's either some workaround or the engine can't do it.

Re: Is it possible to use bone rotation manipulation in multiplayer? [Re: Vonman] #380478
08/18/11 08:14
08/18/11 08:14
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
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
Re: Is it possible to use bone rotation manipulation in multiplayer? [Re: Dark_samurai] #380580
08/19/11 12:26
08/19/11 12:26
Joined: Nov 2005
Posts: 66
Spokane, WA, USA
Vonman Offline OP
Junior Member
Vonman  Offline OP
Junior Member

Joined: Nov 2005
Posts: 66
Spokane, WA, USA
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).

Re: Is it possible to use bone rotation manipulation in multiplayer? [Re: Vonman] #380585
08/19/11 12:45
08/19/11 12:45
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
you have to manually send values and set angles on all clients seperately, server does not do that automatically.


3333333333
Re: Is it possible to use bone rotation manipulation in multiplayer? [Re: Quad] #380586
08/19/11 12:50
08/19/11 12:50
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
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
Re: Is it possible to use bone rotation manipulation in multiplayer? [Re: Dark_samurai] #380749
08/21/11 11:18
08/21/11 11:18
Joined: Nov 2002
Posts: 913
Berlin, Germany
S
SchokoKeks Offline
User
SchokoKeks  Offline
User
S

Joined: Nov 2002
Posts: 913
Berlin, Germany
maybe you let the engine send the animation frames and they overwrite the local changes to bone manipulation? try NOSEND_FRAME

Re: Is it possible to use bone rotation manipulation in multiplayer? [Re: SchokoKeks] #382241
09/06/11 13:38
09/06/11 13:38
Joined: Jan 2011
Posts: 122
GUILIN , CHINA
tzw Offline
Member
tzw  Offline
Member

Joined: Jan 2011
Posts: 122
GUILIN , CHINA
i meet the same problem


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