Putting the lobby into FPS
by Windsor Continental Corporation · in RTS Starter Kit · 11/02/2005 (1:24 pm) · 1 replies
Hi,
This is being asked by the project engineer for Scott Burns-the programmer.
We're trying to pull the lobby out of RTS-SK and put into the FPS we're developing. However we're having trouble zeroing in on where the loading happens so that the Lobby can block it. It seems as though there's an engine callback that we're overlooking. Is the RTSConnection necessary for the Lobby? Is there a difference in engine code between the RTS and FPS that needs to be tweaked?
Also while we're asking questions, we plan on putting in the RTS mapHUD as well. Just as a forward thought, does anyone know of any pitfalls or changes we need we need to watch for to bring it into the FPS?
Thanks
This is being asked by the project engineer for Scott Burns-the programmer.
We're trying to pull the lobby out of RTS-SK and put into the FPS we're developing. However we're having trouble zeroing in on where the loading happens so that the Lobby can block it. It seems as though there's an engine callback that we're overlooking. Is the RTSConnection necessary for the Lobby? Is there a difference in engine code between the RTS and FPS that needs to be tweaked?
Also while we're asking questions, we plan on putting in the RTS mapHUD as well. Just as a forward thought, does anyone know of any pitfalls or changes we need we need to watch for to bring it into the FPS?
Thanks
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