Source Multi-player Missions.

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Re: Source Multi-player Missions.

Postby Gary on Sun Oct 23, 2011 3:21 am

Epifire wrote:Well by that I meant some thing that wasn't a map added entity, that existed outside of the bsp. See I don't program and when I say that I mean a global kind of control system that would be across the board that could monitor everything the player does. This for example would do some thing along these lines... Player blows up building, and the global controller holds record so that later certain in game options will not appear due to the destroyed building, character, etc.

That is my understanding of it. I guess this would be some coded setup that would monitor the in-game responses, and act upon it's added condition entries. Now that is how my understanding of how that would be, and of course in a non-complicated way of saying it.


Yeah, you could code a system that would read/write from a file.

Suppose you could make an entity that you could send values to and the game would then save those values to a file. If you want to check it, you could send the entity a "read" input and the entity would output the value.

Like(this is just an idea):
KeyValues:
- GlobalName [string] (The name that this entry does/will go by)

Inputs:
- Check (Checks to see if this Exists)
- Create (Adds the GlobalName to the file)
- Delete (removes the GlobalName form the file)
- WriteValue [float] (Adds GlobalName to file if it isn't already there, then it adds a float under the GlobalName )


Outputs:
- Exists (Sent if the GlobalName exists on file)
- Nonexistent (Sent if the GlobalName does not exist on file)
- Value [float] (Outputs a float if the GlobalName has a float under it on file)


So...
To check if the player blew up a building:
When the player destroys it, "Create" "PlayerBlewUpBuildingBleh1". Then when spawning the building, you have an logic_auto or what ever send a "Check" input to our entity and if the "Exists" output is fired, spawn the building and if not, spawn the destroyed rubble. (The Nonexistent output is just for ease of use, as you only need to know if it's true... obviously if it's not true, it's false.)
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Re: Source Multi-player Missions.

Postby Epifire on Sun Oct 23, 2011 4:13 am

Very well put. It all makes sense as far as I could see it.

I have a better grasp on how this would work with one client, rather then many. Mostly for the purposes of keeping all the players confined to experiencing the same thing when, a event happens. Complications like that are why I think these things mainly only appear in Single Player mods.

Has anyone taken up some thing similar to this in Source before?
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Re: Source Multi-player Missions.

Postby Gary on Sun Oct 23, 2011 4:16 am

Crap, forgot that this is multiplayer... My method would have problems...
Have a question related to modding or something I posted? Something that needs staff attention? I haven't been active lately, but feel free to PM me or message me on Steam(link below)

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