Mission transfers... (And an API?)
by Steve · in Technical Issues · 04/30/2008 (11:31 pm) · 3 replies
It would seem that most of what is done in Torque is based around missions... But the torque FPS demo does not seem to feature "dynamically loaded" missions. So one question I have is this;
If a client does not have a certain mission, can the torque server be set up to send them the files necessary for that mission? How difficult would such a modification be?
(I think a lot of my questions are bound to stem from the fact that I haven't yet seen a TorqueScript "API documentation"... Is there such a beast? Or do I have to make it myself?)
Thanks!
-Steve
If a client does not have a certain mission, can the torque server be set up to send them the files necessary for that mission? How difficult would such a modification be?
(I think a lot of my questions are bound to stem from the fact that I haven't yet seen a TorqueScript "API documentation"... Is there such a beast? Or do I have to make it myself?)
Thanks!
-Steve
About the author
#2
Regardless, FPS servers seem to handle this sort of thing all the time; Whenever the client doesn't have a map, CS Source or TF2 just send them the mission files, without skipping a beat.
I wonder if it wouldn't be more prudent to just generate all my NPCs dynamically, straight out of the database, after the mission files are loaded... I wonder if that's even possible!
04/30/2008 (11:54 pm)
I actually have an idea involving NPCs that move between zones (ie: Move to different cities, or what-have-you)... So if the NPCs are stored in the mission files, I'll need to update at least two mission files whenever an NPC decides to leave town.Regardless, FPS servers seem to handle this sort of thing all the time; Whenever the client doesn't have a map, CS Source or TF2 just send them the mission files, without skipping a beat.
I wonder if it wouldn't be more prudent to just generate all my NPCs dynamically, straight out of the database, after the mission files are loaded... I wonder if that's even possible!
#3
It's been done before. All you need to do is call a spawning function that in turn pulls info from the DB for what you need. I've done it myself. I haven't made an NPC zone yet, but I doubt it's as hard as it sounds ;)
05/01/2008 (6:59 am)
Quote:I wonder if it wouldn't be more prudent to just generate all my NPCs dynamically, straight out of the database, after the mission files are loaded... I wonder if that's even possible!
It's been done before. All you need to do is call a spawning function that in turn pulls info from the DB for what you need. I've done it myself. I haven't made an NPC zone yet, but I doubt it's as hard as it sounds ;)
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