Jump to content


Photo

Heavily scripted multiplayer map


  • Please log in to reply
9 replies to this topic

#1 Ap0C552

Ap0C552
  • Members
  • 84 posts

Posted 10 December 2009 - 02:01 AM

EDIT: I am aware this is in the wrong forum :S

Hello gents,

I have recently started my 4th run at completing my mod, with new found motivation.


If some of you remember I learn everything I need to know to get my ideas to work, from this very forum. I am incredibly grateful for the help and tutelage I receive here!!!



Anyways, the current map I am working on for my mod has lots of scripts. Maybe 100 or more when it is completed. It is meant to be played in mutliplayer. Will this many scripts cause non stop "out of sync" errors? Or are scripts perfectly fine online?

Edited by Ap0C552, 10 December 2009 - 02:03 AM.


#2 Ap0C552

Ap0C552
  • Members
  • 84 posts

Posted 11 December 2009 - 12:33 AM

I see there are a lot of views, and I am sure somewhere there would have had experience with this before....no?

#3 Prolong

Prolong
  • Members
  • 133 posts

Posted 11 December 2009 - 03:44 AM

Unless I'm mistaken - I don't have any experience in this area - the scripts won't cause any problems, only editing map.ini will cause desyncs after the game completes. Someone else will correct me if I'm wrong.

#4 Masterbadeend

Masterbadeend

    Yellow_Pete

  • Project Team
  • 797 posts
  • Location:The Netherlands
  • Projects:RCMOD
  •  Mapper @ the RCMOD

Posted 11 December 2009 - 04:26 PM

I'm not sure, like the rest of world afaik, but it can also go out of sync because somebody has slow internet/computer.
I don't think scripts can cause problems, when they somehow don't work, they won't play :p .

Posted Image
Posted Image
Thanks to MirkwoordArcher for this great signature and the lovely duck.
Posted Image


#5 Crusard

Crusard

    Local n00b

  • Project Team
  • 483 posts
  • Location:Buenos Aires, Argentina
  • Projects:Crusard's Tower Defense
  •  Poor feedback kills mapper.

Posted 11 December 2009 - 05:41 PM

Scripts are usually nice and don't cause trouble. Only advanced scripting can cause OOS if not done carefully (example, using different scripts for each player).

Map.ini desync however, is a more common issue: To prevent it all players should have "just logged in" or "restart bfme to windows and come back". If everyone applies to any of these, the chances of OOS are small even in mega map.ini maps [37k lines (and counting) seem to work fine :p].

There is one... experimental way, to avoid Map.ini OOS. As long as you don't replace already existing units (which are used in common multiplayer games) everything should work smoothly. This would mean creating new objects, and replacing "unused" objects (cinematic objects, etc).

Posted Image


#6 Masterbadeend

Masterbadeend

    Yellow_Pete

  • Project Team
  • 797 posts
  • Location:The Netherlands
  • Projects:RCMOD
  •  Mapper @ the RCMOD

Posted 11 December 2009 - 07:46 PM

I thought you couldn't create new objects by map.ini :p .

Posted Image
Posted Image
Thanks to MirkwoordArcher for this great signature and the lovely duck.
Posted Image


#7 Rob38

Rob38

    Believer of Hope

  • Hosted
  • 3,567 posts
  • Location:USA
  • Projects:Helm's Deep Last Hope
  •  One who is not afraid of new challenges

Posted 11 December 2009 - 09:59 PM

I thought you couldn't create new objects by map.ini :p .


You can but you will not be able to see them in WB or reference them in the scripts. You will only be able to add them through code such as through a building commandset or OCL.

signature_group1.gif

 

16821.png


#8 Ap0C552

Ap0C552
  • Members
  • 84 posts

Posted 11 December 2009 - 10:41 PM

My map has over 100 scripts and there are lots that apply to single players at certain times. I guess I will just have to keep my fingers crossed.

I essentially created a drastically different "demigod/HON" style hero gamemode.

#9 Crusard

Crusard

    Local n00b

  • Project Team
  • 483 posts
  • Location:Buenos Aires, Argentina
  • Projects:Crusard's Tower Defense
  •  Poor feedback kills mapper.

Posted 12 December 2009 - 02:04 AM

I thought you couldn't create new objects by map.ini :p .

You can but you will not be able to see them in WB or reference them in the scripts. You will only be able to add them through code such as through a building commandset or OCL.

Actually... there's an easy way to do it :p

Ever wondered if all those objects named "CINE_0313B" etc. in WB were useful for anything? Well they are ignored in by the game in normal maps and do not load, just as if they didn't exist. However, you can create objects using these names.
Voilá, you can place them in the worldbuilder :alien:

Edited by Crusard, 12 December 2009 - 02:06 AM.

Posted Image


#10 Rob38

Rob38

    Believer of Hope

  • Hosted
  • 3,567 posts
  • Location:USA
  • Projects:Helm's Deep Last Hope
  •  One who is not afraid of new challenges

Posted 14 December 2009 - 04:17 AM

As always, map.ini editing makes your mind work in creative ways. :p

signature_group1.gif

 

16821.png





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users