Game Development Community

Seeing Another Client's View

by Scott Doerrfeld · in Torque Game Engine · 02/27/2006 (12:38 pm) · 6 replies

In my multiplayer game, I would like to give Client A the ability to see exactly what Client B sees. Client A should not be able to control Client B, just "borrow their eyes" so to speak. Can this be achieved simply by setting Client A's control object to Client B's player object?

#1
02/27/2006 (1:58 pm)
In other words, how do I get Client A's camera to follow Client B?
#2
02/27/2006 (3:09 pm)
Http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3241

that oughtta help you out
#3
02/27/2006 (3:26 pm)
Thank you, Matt, for the super cool resource! However, a 'Picture-In-Picture' viewport is much more complicated than what I am trying to do. Let's try another approach: What I want to do is more like having one player possess another.

The problem I am having is that when I take control of another client's player, that client's screen just sits there. In other words, their camera gets disconnected and left stranded. I would like their camera to keep following their player as I possess it.
#4
02/27/2006 (4:20 pm)
Is there a way to have two clients control the same player object? That would be cool...
#5
02/27/2006 (10:02 pm)
Your easist solution would be to have an option where the observer's camera goes into freelook mode, and then instead of accepting move inputs directly from the MoveManager, slave the camera to whomever he is viewing.

This would be similar to mounting an object to, say, a vehicle, but isn't really trivial if you are new to Torque.
#6
02/28/2006 (8:50 am)
Thank you, Stephen. Can I do what you descrbied using Torque Script? Or would mounting the camera to an object require a change to the engine?