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  1. #31
    This is me guessing because I have very little experience with multiplayer (zero with online player manipulation) and I can't test this, so:

    Code:
    main:
    
    	thread PlayerCheck
    
    end
    
    
    PlayerCheck:
    	
            local.player = $player 	// get initial player array
    		
    	if (local.player.size > 0)               // server isn't empty
    	{	
                    local.index = 1                   // start at player 1
    		level.resync = NIL              // reset player re-sync flag
    		waitthread InstantiateJumpChecks local.player local.index    // initialise JumpCheck threads for each player
    		
    		while (!level.resync && local.player.size > 0)
    		{
    			if (local.player.size < $player.size)	// someone has joined
                            {
    				local.index = (local.player.size + 1)      // get index to start from
    				level.resync = true                             // sync up the players so we can give them a JumpCheck
                            }
    				
    			waitframe
    		}
    		waitframe
    		goto PlayerCheck        // someone joined (or disconnected), re-synchronise array (don't wait long)
    	}
    	wait 1
    	goto PlayerCheck    // server is empty, check until we get someone (wait a bit longer)
    	
    end
    
    InstantiateJumpChecks local.player local.index:
            level.inProgress = true
    	for (local.i = local.index; local.i <= local.player.size; local.i++) 
    	{
    		if (local.player[local.i] && !local.player[local.i].isHandled && local.player[local.i] == $player[local.i])
                    {
                    	local.player[local.i] thread JumpCheck
                            $player[local.i].isHandled = true
                    }
    
                    if !(local.player[local.i] == $player[local.i])
                            level.resync = true
    		
                    if (level.resync)
    			break                // someone disconnected during instantiation, finish early and do PlayerCheck again
    		
    	}
            level.inProgress = NIL
    end
    
    JumpCheck:	
    	while (self)
    	{
    		if (isAlive self && self getposition == "offground" && self.useheld)
    		{
    			println "JUMPING & USING - DO SOME STUFF!"
                            while (self && isAlive self && self getposition == "offground")
    				waitframe                // wait until you land
    			println "FINISHED - TRY AGAIN?"
    		}
    		waitframe
    	}			
    	if (!self && level.inProgress) 	// someone has disconnected during the instantiation process
    		level.resync = true
    end
    Maybe useless, but I decided to take a little shot at what it may look like. It could be augmented by taking further advantage of the local.player array as a reference.

    Edit: just tested what I could (1 player) - it works, but I think at this point it will fire the code even if you fall and press use.
    Last edited by 1337Smithy; 01-10-2018 at 05:12 PM.

  2. #32
    If you check the jump by state file will be no problem.

  3. #33
    It rings a bell - is that Reborn functionality or just AA multiplayer stuff?

    btw, I've heard a few people mention in other forums that original AA maps were released to the community, which ones and is there a download for them? Sorry, not really been in the loop for years.
    Last edited by 1337Smithy; 01-09-2018 at 02:17 PM.

  4. #34
    Quote Originally Posted by 1337Smithy View Post
    btw, I've heard a few people mention in other forums that original AA maps were released to the community, which ones and is there a download for them? Sorry, not really been in the loop for years.

    http://www.mohaaaa.co.uk/AAAAMOHAA/c...aa-source-maps

    These are the .map files of all the stock maps for Allied Assault.
    So dm/mohdm1 - 7
    and obj/obj_team1 - 4

  5. #35
    Ah, awesome! Thanks, Shadow. I had a look in the database but ended up getting lost just looking at all the great looking maps. I made a note of lots to test out.

    I wish they released the SP ones too, but this is cool nonetheless. Cheers!

  6. #36
    Quote Originally Posted by 1337Smithy View Post
    It rings a bell - is that Reborn functionality or just AA multiplayer stuff?

    btw, I've heard a few people mention in other forums that original AA maps were released to the community, which ones and is there a download for them? Sorry, not really been in the loop for years.
    AA, SH and BT multiplayer stuff lol

    Is the mike_torso.st file on the global folder.

  7. #37
    Ah, OK. Thanks, never looked at it.

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