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Messages - CastorHolyday

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1
Other Packages / Re: HUD Values Stacking
« on: May 14, 2015, 07:39:31 PM »
Genius, what a fool i am.

2
Other Packages / HUD Values Stacking
« on: May 12, 2015, 08:06:05 PM »
Hello,

I was wondering is it possible to disable that feature of letting the HUD system, calculating added values, and add them in one value, for example I want my script to be able to call the HUDText.Add(....); quickly adding 16 Damage for example, and still not to display 16 ... 32 ... 48....64...
instead I want to see : 16 16 16 16 16 16 16....

Guide me please.

3
TNet 3 Support / Re: TNet and AI
« on: January 15, 2014, 05:07:49 AM »
I got it thanks.

4
TNet 3 Support / Re: TNet and AI
« on: January 14, 2014, 07:12:27 PM »
But ! which script is that ? a special script for the AI on the AI Object or on the player script I'm confused.

I think i'm thinking server Autho while you are talking about a p2p implementation.

5
TNet 3 Support / Re: TNet and AI
« on: January 14, 2014, 03:52:03 PM »
"and in the Update function exit early if (!tno.isMine)."

means if(tno.isMine == false) { //dont do stuff inside unless tno isMine returns true } ?

I don't understand this part, I mean why ! the AI is supposed to belong to none but in the same time everyone can interact with them, a quick explanation with a simple exemple say like from StarCraft Online with 2 players & 1 AI would be welcomed, if you don't mind.

Thanks.

6
TNet 3 Support / Re: [SOLVED] Tnet + HUDText
« on: January 14, 2014, 11:31:45 AM »
I Fixed it thanks for the advice.
The second problem I had was due to a Null reference I had to check to see if it points to a null object, before trying, I read in a post of yours that when a exeption is thrown in most cases it's a null ref !

If anyone is having the same issue MP me I may help. :)

Have a nice day.

7
TNet 3 Support / Re: [SOLVED] Tnet + HUDText
« on: January 13, 2014, 02:33:07 PM »
EDIT : actually I'm still having some issues !

Hello,

I'm using a Progressebar UISlider object to display health of players, created from prefabs "player" in HUD, everything works fine.

But if I have more than 2 players in the same "room", still everything works okay in term of displays, but recently I discovered 2 issues :

One : if a player leave the game (alt+f4), the UIFollowTarget will throw Transform null reference, because the HUD is still existing and so is the healthbar.

More details : How to handle disconnections of players knowing that i'm currently using this function to remove the HUD Object that was responsible of displaying NGUI stuff of the disconnected player and that I don’t need anymore since the player has left, so the Body of the player is automatically removed while the HUD remains in the UIRoot and keeps sending errors of null reference in the console because UIFollowTarget can’t find its target anymore here is my function :

OnNetworkPlayerLeave(Player p)
{
              Debug.Log("Player Disconnected");
   tno.Send("OnDeath", Target.All, HUDParent, healthBarRef); //Line 123
}

Line 123 : sending the HUD as a GameObject & HealthBar as a UISlider component just in case I want to use it but this rfc call triggers a error :

So why I can't send a specific GameObject to all other clients so they remove it from their screen.

The way I understood it, it should work, unless it has somthing to do with custom packets.

Or there is a better way to handle this situation.

Basically I want the HUD to disappear with the Prefab player that the player controls when he is connected, and that is magically deleted if he leaves, but the work is not completely done, I want it to delete the HUD too.
I didn't explained it well, but when player B leave the game his HUD remains in the screen including his healthbar with no target to follow just floating around where the player B were lastly before he disconnects.

Two : Sync Problem : if player A is connected, Player B is not connected yet, player A got hit and had his HP droped down to 40%, player B once connected after this has happened will see player A 100% HP, what I'm doing rightnow is using a rfc call each time player A hp are decreasing : tno.Send("HitPlayer", Target.AllSaved, Dmg);
and it applies dmg to the target that should be hit, in screen A I can see the real value say 35% of the UISlider.value, but in Screen B the player that connected in “delay” I see that it has 100% hp

How to sync healthbar values that are GameObjects inside of UIRoot using HUDText asset which have on them UIFollowTarget & UISlider, I'm sending RFC(S), each time the healthbar value decreases to Target.AllSaved what am I doing wrong ?

Just some guide lines, I'm still learning about TNet all I have is a basic idea of how Networking works.

Best wishes and thanks for your time.

8
TNet 3 Support / Re: [SOLVED] Tnet + HUDText
« on: January 12, 2014, 07:22:44 PM »
Aren ! regardless of your programming talent, and game design geniusness, you have a great gift at teaching too, even if you may ignore it, you can make complexe stuff look simple. Gimme a bro hug buddy :D

Thanks much respect  ;)

9
TNet 3 Support / [SOLVED] Tnet + HUDText
« on: January 12, 2014, 01:04:46 PM »
Hello, one simple question, pretty much deep though :

Suppose I have a server 3 players are connected A, B, C.

A hits B : B sees the damages because A called a function inside B to reduce his health.

What if I want that player A (the attacker) to see the damages he did to B using HUDText over B's player head.

What if I want the player C (the Spectator) to also see the damages generated by A attacking B.

Where & When should I call the tno.Send, and what arguments should be passed.

Thank you all for your responses.

[SOLVED]

10
NGUI 3 Support / Re: [RELEASED] Minimap / World Map System for NGUI 3
« on: January 08, 2014, 06:06:16 AM »
Can this render the fog of war generated by the FoW of tasharen ?
I mean : what is seen in the main camera will be sync with the minimap.
Possible ?

Thanks.

11
Other Packages / [SOLVED] China sellers
« on: January 07, 2014, 06:04:33 AM »
Are you allowing those people to sell your goodies ? if it doesn't disturb you feel free to delete this topic

[links removed]

12
Other Packages / Re: TNet & GameDesign
« on: January 06, 2014, 06:48:35 AM »
"first make a game that's worth hacking, then worry about hackers" I blow you a kiss for those wise words  ;D

Thanks for your answers, a honor to talk to you. Best regards.

13
Other Packages / [SOLVED] TNet & GameDesign
« on: January 05, 2014, 12:06:09 PM »
Hello everyone, I have a simple but deep question, I'm developping a MOBA game, the way i'm doing it right now is from a perspective of a solo vs CO-AI genre, should I think of it as a multiplayer since the start of the developping process or I should keep going with my primary logic and try to turn it into a Multiplayer one later when I'm done.

In other words, should I learn how to use TNet first so I design my game in a way that prepares the up coming of TNet package when I implement it in my game later, or I can ignore it and keep building the main engine until I'm done then head back to TNet, master it and try to implement it into the game ?

SOLO then Multiplayer TNet ?
or Multiplayer then Multiplayer TNet ?

What do you advice me ?
What's the best & easiest way to do it ?

EDIT : Question 2 :

does TNet warrant that cheaters & hackers can't exploit the game ressources, is it easy to manipulate informations with it to make "stuff" server side ? it's an important point that I need to know.

Thanks folks. Have a nice day.

14
Other Packages / Re: Fog of war version 1.0 black screen issue
« on: January 05, 2014, 08:35:51 AM »
Thank you (y)

15
Other Packages / Re: Fog of war version 1.0 black screen issue
« on: January 04, 2014, 11:26:42 AM »
Awesome (at least I know why it doesn't work).
And is there a solution for me ? like modifying the shader so it supports older machines ?
or I'm hopeless and I should target only modern machines to make it work ?

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