Talk:Transforming the Multiplayer SDK into Coop

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Revision as of 14:10, 19 November 2005 by Dolphineye (talk | contribs)
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How would player restoration work, seeing that the players can change around and stuff in multiplayer?—ts2do (Talk | @) 12:18, 19 Nov 2005 (PST)

You would also run into issues with dedicated servers probably—ts2do (Talk | @) 12:21, 19 Nov 2005 (PST)



@Ts2Do

Well, as far as I know, the player's restoration is not included in the SDK: somewhere in the code, Valve says something like "the players move across transitions another way"'. So I don't know the way they go across transitions, anyway I just know they are restored the same way as entities are.

Regarding the problem of Dedicated Servers, as I said in the article, the clients cannot be restored properly. Knowing that each player has an edict, I could have the following scheme:

  • host-player ( edict: 1 )
  • client1 ( edict: 2 )


Now if those players go across a transition, I get this:

  • the host-player won't have any problem
  • the client will.

My "hack" is the following: I basically ask the server "is there any existing player with the edict #2 ?". If the answer is "YES", it would mean there already is a player on the map. If there is an existing player, I tell the server not to override it as this existing player would be the former one ( coming from the transition ). The very last step is to teleport the client to his previous position.

I know this explaination must not be clear... but it is actually hard to explain it... I am not a good teacher.

--Thomas