Synchronising the time between server and clients and daytimer
by David McDonald · in Torque 3D Professional · 06/22/2010 (10:31 pm) · 21 replies
Hi all,
Currently I have a level where I have placed a daytimer object in the world editor.
This works like a charm however when a second client joins it gets the day timer starting at the initial setting rather than the current time in the world.
e.g. I log into the level and xx time passes so the sun has set and it's night time.
Second player logs into the world to duel with me yet he sees the initial time (whatever is set as the start time in the daytimer object).
I have fiddled with the ClientCmdSyncClock but this doesn't appear to achieve anything.
Any pointers on where I should focus my attention?
Currently I have a level where I have placed a daytimer object in the world editor.
This works like a charm however when a second client joins it gets the day timer starting at the initial setting rather than the current time in the world.
e.g. I log into the level and xx time passes so the sun has set and it's night time.
Second player logs into the world to duel with me yet he sees the initial time (whatever is set as the start time in the daytimer object).
I have fiddled with the ClientCmdSyncClock but this doesn't appear to achieve anything.
Any pointers on where I should focus my attention?
About the author
After many years in the professional business end of the IT industry I am working with a small group of friends to enter the indie game development market.
David McDonald
Bad Uncle Games