Scoping problem
by Ian Omroth Hardingham · in Torque Game Engine · 03/26/2005 (6:00 am) · 2 replies
Hey everyone.
When one of my player objects is created, I only want to ghost him to certain clients. I'm aware of scoping and onCameraScopeQuery, is it enough to simply do the test in onCameraScopeQuery and not scope if it fails? Will this mean that the player will *never* be ghosted onto clients I don't want him to, or will he be ghosted but remain in suspended animation or something?
Any help is much appreciated.
Ian
When one of my player objects is created, I only want to ghost him to certain clients. I'm aware of scoping and onCameraScopeQuery, is it enough to simply do the test in onCameraScopeQuery and not scope if it fails? Will this mean that the player will *never* be ghosted onto clients I don't want him to, or will he be ghosted but remain in suspended animation or something?
Any help is much appreciated.
Ian
About the author
Designer and lead programmer on Frozen Synapse, Frozen Endzone, and Determinance. Co-owner of Mode 7 Games.
#2
03/27/2007 (1:53 pm)
In this situation, wouldn't be a collision problem with these non-ghosted players? Because, client wont see them, but they still exist in the scene in server?
Associate Mark Frohnmayer
Only objects that are in scope for a client are ghosted to a client. So if your scoping function blocks particular players from being in scope, they will never be ghosted to those clients.
Hope that helps.