Ghost from Server Object
by Luigi Rosso · in Torque Game Engine · 01/28/2002 (8:30 am) · 8 replies
I'm able to get the server object from the ghost through a dynamic_cast as follows (in this case for a server projectile from the ghost one)
Projectile *serverProj = dynamic_cast ((NetObject *)this);
How would I go about doing the opposite? Getting the ghost from the server object.
Thanks,
Luigi
Projectile *serverProj = dynamic_cast
How would I go about doing the opposite? Getting the ghost from the server object.
Thanks,
Luigi
About the author
#2
01/30/2003 (10:06 am)
You shouldn't be able to get the ghost as it wouldn't exist on the server.
#3
01/30/2003 (10:09 pm)
actually, with a bit of playing around I did get it to work... I dont really know how it works, but it does...
#4
01/31/2003 (12:54 am)
Were you testing this with a dedicated server running on one PC and the client running on another PC?
#5
Well we will see when i test it..
01/31/2003 (2:11 am)
uhh.. no, but this is how the engine does it so I'm assuming its correct...Well we will see when i test it..
#6
01/31/2003 (4:38 am)
If you really want to test your game, I suggest that you run a dedicated server, and then start a client that will connect on this dedicated server. You can do it on the same computer, you do not need to have two computers. This is how i debug our game and it solves many problems. If you run at the same time the client/server (with one exec), then it will hide some possible bug as the client is aware of some 'variables' that should be available on the server.
#7
01/31/2003 (4:40 am)
cool.. will do ;) thanks for the early tip off... that could have been messy.
#8
01/31/2003 (7:16 am)
ok.. I tried it over the internet and it worked perfectly. So it seems that function is the right way after all.
Torque Owner Dylan Sale
in the packet functions in the player.cc file? I tried this but i dont think it worked.