Briefing in multiplayer
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SH
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#1 27.09.2018 19:22 Beiträge: 127 |
Briefing in multiplayer
Hi!
How work briefings in multiplayer? They show for all players?
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Sorry for my German
mcb
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#2 27.09.2018 20:03 Beiträge: 1472 |
Yes, they are shown for all players. But action and finished functions are not syncronized, so don't do something there that needs synchronous calls.
SH
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#3 27.09.2018 20:16 Beiträge: 127 |
Okay, and the cutscenes too?
____________________
Sorry for my German
mcb
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#4 27.09.2018 20:48 Beiträge: 1472 |
I didn't test it. But simulated cutscenes (lua code) should, as they work the same as briefings. Real cutscenes (C++ code, x additional xml file inside the s5x) could work, but you have to test it.
Qba331PL
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#5 27.09.2018 21:26 Beiträge: 102 |
If you want to show for example Message('' '') for only one player just use this:
if GUI.GetPlayerID()==1 then Message("Only player 1 see this message") end
I haven't tested it with briefings. I guess that briefing for only one player may cause some bugs and desynchronization. You have to test it
mcb
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#6 27.09.2018 22:13 Beiträge: 1472 |
A briefing is just some GUI stuff, so a briefing alone can't cause desyncs. But if you have something as action or finished functions, this could cause desyncs.
Qba331PL
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#7 27.09.2018 22:33 Beiträge: 102 |
Zitat von mcb:
A briefing is just some GUI stuff, so a briefing alone can't cause desyncs. But if you have something as action or finished functions, this could cause desyncs.
But there is something like "GlobalInvulnerable" when briefing or cutscene works, isn't there? How it works when one player is watching briefing/cutscene and another one is fighting?
mcb
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#8 27.09.2018 22:53 Beiträge: 1472 |
Stimmt, ist aber nur ein Problem, wenn bei einem Spieler ein entity stirbt...
SH
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#9 28.09.2018 16:43 Beiträge: 127 |
Npc
And how works the npc in multiplayer?
____________________
Sorry for my German
mcb
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#10 28.09.2018 18:31 Beiträge: 1472 |
Only if you remove everything that lets the npcs look at the next player hero, they cause luaerrors in mp.
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