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Messages - Elmo loves cookies

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31
TNet server have TNPlayer.version (Protocol version)
If I update the game build - I should update server TNet(with new protocol version)

But its not conveniently, because: 1) some players can try to play on old version 2) I want to have many games on server, and If I update one of them - I should update all of there.

Can I separate players on one protocol with different game version?

for example: TNManager.Connect(serverAddress, serverPort, gameVersion);

32
just need some literature about network logic for games, if you know something cool articles or books, please inform here:) thanks:)

33
TNet 3 Support / Send Player Properties (kill\death)
« on: October 10, 2016, 07:05:38 PM »
Instance Bomb with (int) ID player owner:
  1. GameObject b = (GameObject)Instantiate(bombPrefab, transform.position, transform.rotation);
  2.             b.SendMessage("setOwner", tno.ownerID);

Bomb Invoke Explode on other player Trigger:
  1.     private void OnTriggerEnter(Collider other)
  2.     {
  3.         if (!dead && other.CompareTag("Bomb"))
  4.         {
  5.             //well Here I have ID Owner Bomb:
  6.             int p = other.GetComponent<Bomb>().owner;
  7.             // and I can take Player like this TNManager.GetPlayer(p), but how I can send him(TNManager.GetPlayer(p) to his properties: int kills++;
  8.             // ?
  9.         }
  10.     }

34
TNet 3 Support / Tnet 3.0 info about need update
« on: September 04, 2016, 05:12:54 PM »
I try to use

  1. override protected void OnConnect(bool result, string message)
  2.     {
  3.         if (result)
  4.         {
  5.             goToGame();
  6.         }
  7.         else
  8.         {
  9.             showUpdateMenu();
  10.         }
  11.     }

but showUpdateMenu(); - never work, because Player.version (on server != on player)

How I can show massage to player for Need Update the Game (if Player.version different)?

35
TNet 3 Support / Change player prefab
« on: August 11, 2016, 06:40:27 AM »
I try change Player prefab, by "tno.DestroySelf();" - for destroy old prefab and spawn new prefab by command "TNManager.Instantiate(...)"
- but sometimes "tno.DestroySelf();" don`t work and I can get two Player prefab :(

I spawning it from singleton "GameManager", and destroy from Player itself..

What the best way for changing Player prefab?))



36
TNet 3 Support / Re: Chat Across Multiple Channels
« on: August 09, 2016, 05:41:31 AM »
From tutorial I can understand only how I can join through Channels.
Can you add in this tutorial - how realize chat in multichannel?:)
I dont understand how send and receive chat msg through specific channel

37
TNet 3 Support / Re: Chat Across Multiple Channels
« on: August 07, 2016, 04:40:55 AM »
I make on the map object "Sender" with TNobject(exposed ChannelID != 0)
and added to this object C# script:

  1. using TNet;
  2.  
  3. public class Sender : TNBehaviour
  4. {
  5.     static public Sender singleton;
  6.  
  7.     void Awake()
  8.     {
  9.         singleton = this;
  10.     }
  11.     void Start()
  12.     {
  13.         for (int i = 0; i < Region.list.size; ++i)
  14.         {
  15.             Region region = Region.list[i];
  16.             if (!TNManager.IsInChannel(region.channelID))
  17.                 TNManager.JoinChannel(region.channelID, true);
  18.         }
  19.     }
  20.  
  21.     [RFC]
  22.     public void ChangeLB(string newName, string newCat, int newVal)
  23.     {
  24.         ScoreManager.instance.ChangeScore(newName, newCat, newVal);
  25.     }
  26. }

it have RFC function for everybody change Score in LeaderBoard, and it connect for every channel on the map by "Region.list".

and then I send like this:

  1. Sender.singleton.tno.Send("ChangeLB", Target.All, TNManager.playerName + "ў" + TNManager.player.id.ToString(), "scores", moneyScore);

that is work perfect, but correctly it is?

38
TNet 3 Support / Re: Chat Across Multiple Channels
« on: August 07, 2016, 01:26:17 AM »
Multiple channel support = chat uses one channel, game uses another.
But how its work?
Can you make some example? please:)

39
TNet 3 Support / Re: Chat Across Multiple Channels
« on: August 06, 2016, 12:13:28 PM »
Target.Broadcast - this send for everyone on Server, If I have two games on server, How I can separate sending chat message between two games?

40
TNet 3 Support / spawn Player in multiChannel
« on: August 04, 2016, 01:31:13 AM »
How to know in what channelID create the Player, if he spawn in random place on the map and this map trim in MultiChannel?

500 - 514 that is channels, when I use spawn player by "TNManager.Instantiate(channelID, ...);" - how I can recieve "channelID" where player will spawned?
or what the best way for this? :)


41
TNet 3 Support / LoadScreen
« on: August 04, 2016, 12:59:45 AM »
If I use "TNManager.JoinChannel()";
There have function loadLevel on join to channel. Can I add there LoadScene(for Loading screen)?
Or what the best way for this?

42
TNet 3 Support / Re: Starlink UI kit is now free -- pick up yours today!
« on: August 04, 2016, 12:26:38 AM »
ITS AWESOME Aren!!!! Thank you very much!!!!!!!!

43
TNet 3 Support / Re: Tnet 3.0 how to stay online in the backgroun
« on: June 28, 2016, 02:47:17 AM »
on Android this dont work, application in background stop send network information

44
TNet 3 Support / Tnet 3.0 how to stay online in the backgroun
« on: June 27, 2016, 02:32:05 PM »
How to stay online in the background on Android, when you play in online and turned game to background for answer a phone call?

45
TNet 3 Support / Re: Tnet 3.0 about AntiCheating?
« on: June 18, 2016, 11:00:05 PM »
but, can player add yourself to ban list?
I think it best, If player сhange the value to unacceptable changes - he, automatically, go to ban yourself?
I cant find: how add to ban list somebody?:(

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