Search found 29 matches

Re: Server Client bullet spawning

Thanks for the help! I'm performing network binding when a client connects and accept bullet spawn position is not that good security wise. RMI structure is defined in another file, I probably should post the whole solution here. The main problem, is that character skeleton is not getting loaded on ...

Re: Server Client bullet spawning

So I removed ClientFire and edited ServerFire, now it spawns network replicated bullet. That is really handy! But it still spawns at the wrong place on the server. :( bool CPlayerComponent::ServerFire(RMI_NoParams && p, INetChannel* channel) { CRY_ASSERT(gEnv->bServer); const Vec3 playerPos = GetEnt...

Re: Server Client bullet spawning

Thanks for the assistance! I thought, that i can save a bit bandwidth with such spawning. I'll try to rework bullet logic as you said. But my main problem is that server spawns bullet somewhere in the player's feet, instead of rifle interface. All rmis registered. Also thanks for the latest links, i...

Re: Server Client bullet spawning

serverFire is defined as bool ServerFire(RMI_NoParams&& p, INetChannel *); in Player.h file of standart template. And I'm calling it from player.cpp action like this. Basically, I was following that tutorial, and now I'm trying to extend template by myself. // Register the shoot action m_pInputCompo...

Server Client bullet spawning

I'm working with FPS template, and I can't make bullets spawn correctly on the dedicated server. It looks like this is some kind of animation issue on the server since bullet spawn exactly where the player entity is located and not where player's rifle should be. https://i.imgur.com/kw5p9mn.jpg Can ...

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