OINC Client - Expression - Self ID
It has Self Name but not Self ID and Self ID is something you really really need to make games.
I require this to check which Player Object belongs to me.
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OINC Client - Expression - Self ID
It has Self Name but not Self ID and Self ID is something you really really need to make games.
I require this to check which Player Object belongs to me.
Your own player object should be a different object entirely than the other players. You need to assign movement and things to your own player, whereas the other players are controlled with the OINC extension and IDs.
The peer loop does not include yourself.
... generally jamie is right, but i have had instances where is was better to do it with a single instance EG. A strategy Turn based games.
So you're basically saying that we are not going to get a Self ID expression?
Perhaps you could use an alterable flag which is set if the player is controlled locally.
I don't see why this is a problem anyways.
Figured out how to do it now, I'll just check names to see who is who but I will make it so you can't have the same name as somebody else as that will cause problems.
I'll run a fastloop through the list of all players to set each active object it's aterable string for name there by linking them to each player and then set them their properties.
Quick Question: Doe's the Expression 'Channel_PeerCount( "OINC client" )' return the number of all users on the OINC Channel or just everybody else on the OINC Channel?
It returns the number of other clients connected to the channel.
Other Clients? Then i'm gonna have to use that expression + 1 or otherwise one user will be invisible.
whatQuote:
Originally Posted by dragonguy
I will not have the player controlled by you as a sepearate object beacuse each player consists of 11 active objects and there is no workaround for that, having 22 objects instead of 11 objects for players will just clutter up my workspace.
Dragonguy, if you have an issue, please state it in a more... understandable way. I'm having difficulties reading your post, and with that, difficulties helping you.
Why is each player made from 11 actives? Is your player holding lots of items or something? In which case, you should have a master active, and the rest of the actives merely follow that one.Quote:
Originally Posted by dragonguy
That is exactly what I'm doing, there is a master active and the rest follow it but you have to remember that this is my 3D Chat Program, so I'd need all 11 objects.
You need 1 master active for your player
Then a master active (that is a different object) for every other player connected to the game.
Your "additional" objects that are attached to the players can be handled locally.
He means that if the expression counts with the actual player itself too. I'm sure it isn't that hard to follow what he means ...Quote:
Originally Posted by MechaBowser
Ok because there was a work around, this update must be on the to-be-done-when-bored-and-nothing-to-do list.
A workaround? That's the correct way to do it.