AgentRevolution – User talk

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(Expanded observations)
(More observations)
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EDIT: corrected it.
EDIT: corrected it.


: My conclusion came from these observations: if an MH9 collides into a supply drop parachute and both are local, the MH9 gets damaged and crashes. If I call "para disableCollisionWith mh9", the MH9 can freely pass through it. Now, if the MH9 is client-side and the parachute is server-side, and I call "para disableCollisionWith mh9" on the server, it has no effect on the client and the MH9 gets damaged. If the same command is called on the client only, then the parachute has no effect on the MH9, and it will bounce away like a balloon if the heli collides with it. If called on both the client and server, then the MH9 can freely pass through it without the parachute moving at all.
: My conclusion came from these observations: if an MH9 collides into a cargo parachute and both are local, the MH9 gets damaged and crashes. If I call "para disableCollisionWith mh9", the MH9 can freely pass through it. Now, if the MH9 is client-side and the parachute is server-side, and I call "para disableCollisionWith mh9" on the server, it has no effect on the client and the MH9 gets damaged. If the same command is called on the client only, then the parachute has no effect on the MH9, and it will bounce away like a balloon if the heli collides with it. If called on both the client and server, then the MH9 can freely pass through it without the parachute moving at all. Also, if both the parachute and MH9 are local to the server, the command is called on the server, a player gets in the MH9, and rams it into the parachute, the MH9 explodes.
: I guess it would be more something like this: if both arguments are local, then the effect is global, but if one of the arguments is remote, then the effect is local. In essence, the effect on the physics engine is only local, but what's being perceived globally is the result of the collision taking place or not. --[[User:AgentRevolution|AgentRev]] 23:34, 11 October 2014 (CEST)
: In essence, the effect on the engine is always local, but what's being perceived globally down the line is how the collision actually takes place. --[[User:AgentRevolution|AgentRev]] 23:34, 11 October 2014 (CEST)

Revision as of 01:33, 12 October 2014

Are you sure about locality of disableCollisionWith? Because it doesnt make sense for the effect to be local --KK

EDIT: corrected it.

My conclusion came from these observations: if an MH9 collides into a cargo parachute and both are local, the MH9 gets damaged and crashes. If I call "para disableCollisionWith mh9", the MH9 can freely pass through it. Now, if the MH9 is client-side and the parachute is server-side, and I call "para disableCollisionWith mh9" on the server, it has no effect on the client and the MH9 gets damaged. If the same command is called on the client only, then the parachute has no effect on the MH9, and it will bounce away like a balloon if the heli collides with it. If called on both the client and server, then the MH9 can freely pass through it without the parachute moving at all. Also, if both the parachute and MH9 are local to the server, the command is called on the server, a player gets in the MH9, and rams it into the parachute, the MH9 explodes.
In essence, the effect on the engine is always local, but what's being perceived globally down the line is how the collision actually takes place. --AgentRev 23:34, 11 October 2014 (CEST)