Mulitplayer objects only visible to 1 player
by Gary Preston · in Torque Game Engine · 10/12/2004 (7:14 am) · 3 replies
Hi,
I'm trying to get my head around Torque, so in the process of learning I've decided to code a crude 2 player battleships game. Currently I'm using a large area of water split by a mountain to block players seeing the position of each others fleets. However, I'd much rather the client be on a flat ocean with only his fleet visible.
What sort of complications netcode wise would arise if I wanted both players to occupy the same area of the terrain, but only see their own fleets? Is this possible without major changes to the engine?
Any recommendations on a better way to approach this?
I'm trying to get my head around Torque, so in the process of learning I've decided to code a crude 2 player battleships game. Currently I'm using a large area of water split by a mountain to block players seeing the position of each others fleets. However, I'd much rather the client be on a flat ocean with only his fleet visible.
What sort of complications netcode wise would arise if I wanted both players to occupy the same area of the terrain, but only see their own fleets? Is this possible without major changes to the engine?
Any recommendations on a better way to approach this?
#2
10/12/2004 (11:59 pm)
3d Battleship? It would be cool to see the ship after you've hit them with a shell.
#3
Josh: That's the plan, although I'm not sure how yet. It will probably only show you on a final hit that causes the ship to sink. Otherwise you'll know which ship class you've hit, its size and orientation.
However, as you hit and start sinking other ships, you'll still be able to see every ship that is sinking/burning so far.
Once I've the basic "classic" gameplay in place, I'm hoping to add a few extra ideas I've had as a "modern" mode. With modern mode been more tactical than just blind luck. But we'll see, afterall this game is been made to teach me more about Torque. Going to attempt to build and export a boxy battleship object tonight and add code to make it float. Fingers crossed :P
10/13/2004 (2:11 am)
Robert: I'll have a look into ghosting :)Josh: That's the plan, although I'm not sure how yet. It will probably only show you on a final hit that causes the ship to sink. Otherwise you'll know which ship class you've hit, its size and orientation.
However, as you hit and start sinking other ships, you'll still be able to see every ship that is sinking/burning so far.
Once I've the basic "classic" gameplay in place, I'm hoping to add a few extra ideas I've had as a "modern" mode. With modern mode been more tactical than just blind luck. But we'll see, afterall this game is been made to teach me more about Torque. Going to attempt to build and export a boxy battleship object tonight and add code to make it float. Fingers crossed :P
Torque 3D Owner Robert Blanchet Jr.
I recommend searching through the engine, forums, and documentation about anything you can find with regards to ghosting and client scope. Ghosting is a method in which the networking layer sends information to the client about objects.
I'm sorry I am not more detailed but I'm rather busy at the moment. If you have any more specific questions feel free to ask them in the forums and I'm sure I or someone else from the community can help.