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Something is cancelling my moves

by University of Gotland (#0025) · in Torque Game Engine Advanced · 05/16/2007 (4:57 am) · 3 replies

Hi. I need some help to understand movement updates. I am modifying a FlyingVehicle from the flying vehicle resource. I want to move it along the y and x axis of the world. I have made myself a getPlayerMove method that im using the same way as the getAiPlayerMove is used in players processTick. In other words I define a move in this method and that move is what the process tick gets.

With this move I can for example set move->y += 0.2; and and it moves nicely. I can do the same with x.
Here is the problem. When I do this while hodling down an asigned key it starts to move in the desired direction but the quickly bolts back to where it was before the button was pressed. This keeps happening while the button is beeing pressed. Im using the arrow keys. I cant find other binds to those keys but it seems that something resets the flyingvehicles to its last position while the buttons are beeing pressed.

Ive been playing around in with the processTick , updateMove, updateForces, and the gameConcetionMoves methods. Still I cant find what causes this.

any suggestions are welcome.
thnx.

#1
05/16/2007 (5:03 am)
Just a wild guess, but you are processing the moves on the server and not the client correct? Sounds like maybe you're updating the move client side, then the server is bouncing you back to where it thinks the vehicle is at.
#2
05/16/2007 (6:03 am)
Enable NetDebugging by setting the appropriate define in your compiler. If there are mismatches, you will get feedback there.
#3
05/16/2007 (6:49 am)
I got the problem solved now. By ghanging the move in gameconnectionMoves according to my vishes and appplying the position change in updateMove of the flyingvehicle. But thanks anyway.