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  #1  
Old 11-08-2002, 04:19 AM
Com013 Com013 is offline
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Post actionprojectiles

Serverside the NPC Server gets events each time a projectile hit the ground.
I'd need something similiar clientside to put leaps when a thrown object landed, or to put local explosions when a nuke/fireblast hit the ground.
Please do not say "do it serverside". If I'd want that, I wouldn't post this.
Doing the above named things clientside would make things look less laggy: the leaps are apearing in the moment the object hit the gorund.

So the NPC weapons should get the event "actionprojectiles" clientside with the coordinates in the first two parameters.
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Old 11-08-2002, 10:33 PM
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Given what I can ascertain from newmain's projectile stuff, the best bet is to use a putnpc2 that destroys itself when its job is done.
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Old 11-08-2002, 10:51 PM
Kaimetsu Kaimetsu is offline
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Re: actionprojectiles

Quote:
Originally posted by Com013
So the NPC weapons should get the event "actionprojectiles" clientside with the coordinates in the first two parameters.
Unless there's some security problem that I haven't seen, I think you're right.
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Old 11-10-2002, 11:13 PM
Com013 Com013 is offline
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Quote:
Originally posted by Jeff
Given what I can ascertain from newmain's projectile stuff, the best bet is to use a putnpc2 that destroys itself when its job is done.
Quote:
Originally posted by Com013
Please do not say "do it serverside". If I'd want that, I wouldn't post this.
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Old 11-14-2002, 01:29 PM
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good idea but currently I dont think the projectile X/Y/Z variables are sent to the client, so stefan would have to redo parts of the projectiles in order to get the #p(0) and #p(1) params to equal the x/y position of the projectile when it lands
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Old 11-14-2002, 08:02 PM
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Quote:
Originally posted by Python523
good idea but currently I dont think the projectile X/Y/Z variables are sent to the client, so stefan would have to redo parts of the projectiles in order to get the #p(0) and #p(1) params to equal the x/y position of the projectile when it lands
Er..sorry? Projectiles are completly clientside, only the start value is sent. So I doubt you'd have to redo anything.
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Old 11-15-2002, 04:46 AM
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Quote:
Originally posted by Com013

Er..sorry? Projectiles are completly clientside, only the start value is sent. So I doubt you'd have to redo anything.
ahh, my mistake, I misread the quote from the newfeatures2002.txt about projectiles, I thought it ment that graal's computers calculated the new x and y positions
and stefan would at least have to redo the param parts for clientside projectiles
Quote:
Client-side events:
- actionprojectile:
is triggered when a projectile lands on the player/npc,
in #p(0), #p(1) etc. you have the parameters set with the
command setshootparams
but that shouldnt be too hard
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Old 11-15-2002, 09:24 AM
Kaimetsu Kaimetsu is offline
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Quote:
Originally posted by Com013

Er..sorry? Projectiles are completly clientside, only the start value is sent. So I doubt you'd have to redo anything.
It's calculated serverside too, so I'd challenge the "completely clientside" part.
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Old 11-15-2002, 06:54 PM
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Quote:
Originally posted by Kaimetsu


It's calculated serverside too, so I'd challenge the "completely clientside" part.
Yes, of course. But I meant that the clientside isn't getting/sending any other informations from/to the server once the projectile was shot.
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Old 11-15-2002, 07:32 PM
Kaimetsu Kaimetsu is offline
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Quote:
Originally posted by Com013


Yes, of course. But I meant that the clientside isn't getting/sending any other informations from/to the server once the projectile was shot.
Fair enough. I'm thinking that the client should trigger its own landing event rather than waiting for the server. There's not much that the client can do in response to this anyway so it's not like there's much room for exploitation and instantaneous events would be preferable because then effects like leaps from bushes could be drawn as the thing hits rather than a few seconds after.
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Old 11-16-2002, 02:37 AM
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Quote:
Originally posted by Kaimetsu


Fair enough. I'm thinking that the client should trigger its own landing event rather than waiting for the server. There's not much that the client can do in response to this anyway so it's not like there's much room for exploitation and instantaneous events would be preferable because then effects like leaps from bushes could be drawn as the thing hits rather than a few seconds after.
Or a few seconds sooner if you have a slow PC like me .

I used "shoot" serverside now and couldn't see anything on the clientside - did I do something wrong?
Now I am using one shoot command clientside and one serverside...
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