Client side camera stuff
by Stephen Clark · in Torque Game Engine · 08/08/2004 (7:10 pm) · 4 replies
So only one cam resource that i know of handles ded. client stuff properly.??? What gives?
Anyways, I did my own thing and now what I need to do is on a any client (dedicated too...) just have a function that calls a method (zoom) on the local client's player. What do I do? I've seen other refs to getting the player obj on a client, but not a damn thing came out of them. LocalClientConnection only works on a client/server.
thanks,
-s
Anyways, I did my own thing and now what I need to do is on a any client (dedicated too...) just have a function that calls a method (zoom) on the local client's player. What do I do? I've seen other refs to getting the player obj on a client, but not a damn thing came out of them. LocalClientConnection only works on a client/server.
thanks,
-s
#2
Here's what I did, comments please:
Shouldnt this or something like it just find the client's object and do a mutator??
thanks,
-s
08/09/2004 (8:22 pm)
Really? That seems like a waste of bandwidth... I can put checks in the engine code so that a client can't see too much, and besides they are only gonna see what their client has data on... Here's what I did, comments please:
ConsoleFunction( setZoom, F32, 2,2,"client only zoom")
{
GameConnection * conn = GameConnection::getServerConnection();
if( !conn)
return;
ShapeBase* control = conn->getControlObject();
if(!control)
return;
if( ! control->isClientObject())
return;
control->setZoom( atof(argv[1]));
return 1;
}Shouldnt this or something like it just find the client's object and do a mutator??
thanks,
-s
#3
08/09/2004 (9:02 pm)
Oh oh oh! You are only setting your client to zoom. I thought you wanted to make OTHER clients zoom. My mistake. I misread. That looks good to me.
Torque 3D Owner Pat Wilson