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Online Shooter tutorial
#335422
07/28/10 12:57
07/28/10 12:57
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Joined: May 2010
Posts: 63
JohnnyIsDutch
OP
Junior Member
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OP
Junior Member
Joined: May 2010
Posts: 63
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Hello all,
Is there a tutorial on this forum for an online shooter? not workshop25 of Litec, can someone here post the link to the tutorial or can someone make one, because on google I can not find one. I need him not only for myself but I think there are more interest.
about how to connect and how to send data and receives data with a source please, Thanks
Last edited by JohnnyIsDutch; 07/28/10 13:01.
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Re: Online Shooter tutorial
[Re: Quad]
#335439
07/28/10 14:35
07/28/10 14:35
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Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink

Expert
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Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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That's not helpful, Quadraxas. Johnny, you use the AUM's to learn how to make such games by trying the tutorials and workshops. search the AUM's and read all of the documentaion, plus study the workshops, that will help you.
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
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Re: Online Shooter tutorial
[Re: Blink]
#335448
07/28/10 16:10
07/28/10 16:10
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Joined: May 2010
Posts: 63
JohnnyIsDutch
OP
Junior Member
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OP
Junior Member
Joined: May 2010
Posts: 63
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oke, i go to do it, but i think that i know how it works but i have a problem with my code:
///////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////// O.w.n..c //////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////
function main()
{
if (!connection)
error("The Server is offlinea");
else
while (dplay_status < 2) wait(1); // wait until the session is opened or joined
dplay_localfunction = 2; // run actions both on server and client
level_load ("O.w.n..wmb");
vec_set(camera.x, vector (-600, 0, 100)); // set a proper camera position
if (connection & CONNECT_SERVER) // this instance of the game runs on the server
ent_create ("cbabe.mdl", vector (100, 50, 40), Player); // then create the red guard!
else // otherwise, it runs on a connected client
ent_create ("cbabe.mdl", vector (-100,-50, 40),Player); // create the blue guard
}
function camera_follow(ENTITY* ent)
{
while(1)
{
vec_set(camera.x,vector(-128,0,45));
vec_rotate(camera.x,ent.pan);
vec_add(camera.x,ent.x);
vec_set(camera.pan,vector(ent.pan,-10,0));
wait(1);
}
}
action Player()
{
{
var walk_percentage = 0;
while (1)
{
if (my.client_id == dplay_id) { // the following code runs on the player's client only
my.skill1 = key_w - key_s; // forward/backward
send_skill(my.skill1,SEND_UNRELIABLE|SEND_RATE); // send movement request to the server
my.skill2 = key_a - key_d; // left/right rotation
send_skill(my.skill2,SEND_UNRELIABLE|SEND_RATE); // send rotation request to the server
}
if (connection & CONNECT_SERVER)
{
my.pan += my.skill2*5*time_step; // rotate the entity using its skill2
var distance = my.skill1*5*time_step;
c_move(me, vector(distance,0,0), NULL, GLIDE); // move it using its skill1
walk_percentage += distance;
ent_animate(me,"walk",walk_percentage,ANM_CYCLE); // animate the entity
wait(1);
}
wait (1);
}
}
here my acklog with the error Log of A8 Engine 8.02.0 run at Wed Jul 28 18:08:23 2010 Johnny Reinders on Windows NT/2000/XP version 6.1 Build 7600 Options O.w.n..c -cl -sv -diag -t. App: E:\Program Files\GStudio8\acknex.exe in E:\Program Files\GStudio7\work\O.w.n\ MM mixer opened DSOUND device opened DI interface opened Start Window opened(c) Conitec - www.3dgamestudio.comA8 Engine - Trial Edition V8.02.0 - Jul 27 2010 Development version 30 days left Mouse found Speakers (2- BCD3000) opened ATI Mobility Radeon X1400 pure T&L device 1ff9 detected D3D device ATI Mobility Radeon X1400 1ff9 selected. ackphysx.dll opened ackwii.dll opened Compiling O.W.N..C - [Esc] to abort.... Error in line 19: 'Player' undeclared identifier < ent_create ("cbabe.mdl", vector (100, 50, 40), Player); // then create the red guard! > .. 0.102 sec Error compiling O.W.N..C Error E355: Startup failure - any key to abort Program abortedClose level,DLL,objects Free input,funcs,panels,defs,syns,views,strings,vars..ok Free sounds,bmaps,fonts,hash,defs1,script..ok Close dx,multimedia,D3D Disconnect,connection,engine,nexus..ok A8 Engine - Trial Edition V8.02.0 - Jul 27 2010 (c) Conitec - www.3dgamestudio.com30 days left Unfreed: 939, INC, 2136 bytes Close window at 4.192
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Re: Online Shooter tutorial
[Re: JohnnyIsDutch]
#335466
07/28/10 18:03
07/28/10 18:03
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Joined: Jul 2009
Posts: 80 Area 51
fangedscorpion
Junior Member
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Junior Member
Joined: Jul 2009
Posts: 80
Area 51
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Did you make sure that the player_walk has a _ between the player and the walk? try this updated code:
///////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////// O.w.n..c //////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////
function camera_follow(ENTITY* ent)
{
while(1)
{
vec_set(camera.x,vector(-128,0,45));
vec_rotate(camera.x,ent.pan);
vec_add(camera.x,ent.x);
vec_set(camera.pan,vector(ent.pan,-10,0));
wait(1);
}
}
action player_walk()
{
while(my!=NULL)
{
var walk_percentage = 0;
while (1)
{
if (my.client_id == dplay_id) { // the following code runs on the player's client only
my.skill1 = key_w - key_s; // forward/backward
send_skill(my.skill1,SEND_UNRELIABLE|SEND_RATE); // send movement request to the server
my.skill2 = key_a - key_d; // left/right rotation
send_skill(my.skill2,SEND_UNRELIABLE|SEND_RATE); // send rotation request to the server
}
if (connection & CONNECT_SERVER)
{
my.pan += my.skill2*5*time_step; // rotate the entity using its skill2
var distance = my.skill1*5*time_step;
c_move(me, vector(distance,0,0), NULL, GLIDE); // move it using its skill1
walk_percentage += distance;
ent_animate(me,"walk",walk_percentage,ANM_CYCLE); // animate the entity
wait(1);
}
wait (1);
}
}
}
function main()
{
if (!connection)
error("The Server is offline");
else
while (dplay_status < 2) wait(1); // wait until the session is opened or joined
dplay_localfunction = 2; // run actions both on server and client
level_load ("O.w.n..wmb");
vec_set(camera.x, vector (-600, 0, 100)); // set a proper camera position
if (connection & CONNECT_SERVER) // this instance of the game runs on the server
ent_create ("cbabe.mdl", vector (100, 50, 40), player_walk); // then create the red guard!
else // otherwise, it runs on a connected client
ent_create ("cbabe.mdl", vector (-100,-50, 40),player_walk); // create the blue guard
wait(1);
}
The problem was that you had multiple brackets in your player action without having a while loop or anything and that was cutting off half of the action.
"Pow! You are dead! Not big suprise!" -Heavy
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Re: Online Shooter tutorial
[Re: fangedscorpion]
#335585
07/29/10 14:27
07/29/10 14:27
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Joined: Feb 2006
Posts: 52
carlpa
Junior Member
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Junior Member
Joined: Feb 2006
Posts: 52
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Perhaps a bit peripheral but:
Is there a reference to a basic discussion of how multi-user on-line programs work in GS and what are the limitations in timing, hardware, etc. This would be a summary or review. I know the information is scattered in the manual, wilki and this forum. A review article would be nice. Thank you, Danke, xie xie.
Researcher & clinician. A6, A7, & A8 First computer a Commodore Pet
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