Vehicle explosions and packet rate
by Jesse Liles · in Torque Game Engine · 06/11/2009 (4:41 pm) · 1 replies
I've run into an issue where I'm using flyingVehicle and aiFlyingVehicle from the flightGameExample and vehicle explosions aren't always occuring when the vehicle is destroyed. After doing some testing, I've discovered that ShapeBase::blowUp() is not always being called when the vehicle is entering the Destroyed state. blowUp() is called from ShapeBase::unpackUpdate() and just as a test I raised the packet rate to client up to 32 from the default of 10, and the packet size to 450. This has resulted in blowUp() being called much more frequently but not every time.
So my question is, is there some way to ensure that blowUp() is called on each client every single time any vehicle is destroyed in the game? I don't like the idea of leaving the packet rate set so high as it seems like that will cause problems for players in a high latency situation, as well as problems on the server if there are many clients connected.
So my question is, is there some way to ensure that blowUp() is called on each client every single time any vehicle is destroyed in the game? I don't like the idea of leaving the packet rate set so high as it seems like that will cause problems for players in a high latency situation, as well as problems on the server if there are many clients connected.
Torque 3D Owner Jesse Liles