Multiplayer scripting: Difference between revisions
No edit summary |
m (sectioned off, added stub cat.) |
||
Line 1: | Line 1: | ||
=Introduction= | |||
Basically, when scripting for a multiplayer mission, you're making a script that will run on several computers concurrently. The game engine itself will, to a great extent, automatically transmit changes in object positions and similar, and some commands will have their effects spread to the other computers. Everything else only matters on the computer the code is executing. | Basically, when scripting for a multiplayer mission, you're making a script that will run on several computers concurrently. The game engine itself will, to a great extent, automatically transmit changes in object positions and similar, and some commands will have their effects spread to the other computers. Everything else only matters on the computer the code is executing. | ||
There are also the matter of what happens if a client is disconnected. With ArmA you have the opposite issue introduced by JIP - will that client have a state that will work with the rest? | =Launching Scripts= | ||
==Server== | |||
==Clients== | |||
=JIP= | |||
There are also the matter of what happens if a client is disconnected. With ArmA you have the opposite issue introduced by [[JIP]] - will that client have a state that will work with the rest? | |||
Line 11: | Line 28: | ||
(more information is needed - extending the list, and explain their uses and limitations) | (more information is needed - extending the list, and explain their uses and limitations) | ||
{{Stub}} |
Revision as of 19:50, 15 February 2007
Introduction
Basically, when scripting for a multiplayer mission, you're making a script that will run on several computers concurrently. The game engine itself will, to a great extent, automatically transmit changes in object positions and similar, and some commands will have their effects spread to the other computers. Everything else only matters on the computer the code is executing.
Launching Scripts
Server
Clients
JIP
There are also the matter of what happens if a client is disconnected. With ArmA you have the opposite issue introduced by JIP - will that client have a state that will work with the rest?
There are a few ways of affecting the other computers:
-publicVariable
-CoC Network services
-...
(more information is needed - extending the list, and explain their uses and limitations)