Multiplayer scripting: Difference between revisions

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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.


=The Environment=


Most scripter's will use a dedicated server for testing their scripts in multi player and 2 client machines. This is generally the most ideal setup as you can make sure that what your seeing on one client is the same on the other client. This is done because in reality when its time to run the mission on public servers, almost every server is dedicated.


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.
Some will run a copy of ArmA in -server mode on the same machine as the client. This is ok if you have a decent machine and not a lot of money. It works but not as nice as a dedicated server.
 
Some people will try and test their scripts by hosting a server in game, and while this might work it can sometimes produce inaccurate results when you transfer the missions over to a dedicated server.


=Launching Scripts=
=Launching Scripts=

Revision as of 21:09, 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.

The Environment

Most scripter's will use a dedicated server for testing their scripts in multi player and 2 client machines. This is generally the most ideal setup as you can make sure that what your seeing on one client is the same on the other client. This is done because in reality when its time to run the mission on public servers, almost every server is dedicated.

Some will run a copy of ArmA in -server mode on the same machine as the client. This is ok if you have a decent machine and not a lot of money. It works but not as nice as a dedicated server.

Some people will try and test their scripts by hosting a server in game, and while this might work it can sometimes produce inaccurate results when you transfer the missions over to a dedicated server.

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)

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