Teams and Lobby System
by Austin Zurfluh · in Torque 3D Professional · 03/15/2012 (8:27 pm) · 6 replies
Hey all, I have a system set up like this so far...
1) When a user creates a game, the choose the settings (I've set up 1v1, 3v3, and 5v5)
2) They are then pushed to a GUI with a divider down the middle, and there is space for 1 team to each side
3) The idea is that the users choose which team to be on, by clicking one side or the other.
I'm wondering how to send info about which client is on which team, from the GUI to the server, so that the game know's where to spawn each player!
Any input is greatly appreciated! Thanks :)
1) When a user creates a game, the choose the settings (I've set up 1v1, 3v3, and 5v5)
2) They are then pushed to a GUI with a divider down the middle, and there is space for 1 team to each side
3) The idea is that the users choose which team to be on, by clicking one side or the other.
I'm wondering how to send info about which client is on which team, from the GUI to the server, so that the game know's where to spawn each player!
Any input is greatly appreciated! Thanks :)
About the author
I currently attend Eastern Washington University, and work as a Web Application Developer. I spend a lot of my free time playing with Torque 3D, for the company I've co-founded, Rynade Software.
#2
The functionality is still the same? Even though the server hasnt started yet?
03/16/2012 (10:12 am)
Okay cool, I've used those alot so far, but not before the server has been started. The functionality is still the same? Even though the server hasnt started yet?
#3
One way to provide the game server with the information is upon connecting and then finished loading a map/mission the clients could then send those RPCs to notify the server of what their preferred team and in-game preferences are, such as what weapons / class they want, etc..
Second is if you have your own dedicated server for a lobby hosting then using the same communication medium you're using for the clients to tell the lobby server their team choices and what not are, you could do the same with the actual game server. May I ask as to how you currently have a lobby system setup to communicate with multiple clients without involving a Torque server?
03/16/2012 (12:31 pm)
Well those RPCs won't work without an established client-server session, so based on your response you're handling lobby operations outside of a torque game server session.One way to provide the game server with the information is upon connecting and then finished loading a map/mission the clients could then send those RPCs to notify the server of what their preferred team and in-game preferences are, such as what weapons / class they want, etc..
Second is if you have your own dedicated server for a lobby hosting then using the same communication medium you're using for the clients to tell the lobby server their team choices and what not are, you could do the same with the actual game server. May I ask as to how you currently have a lobby system setup to communicate with multiple clients without involving a Torque server?
#4
1) when the host chooses to start the game, the GUI will send each player's info to the server
2) when the game server is created, it will poll the lobby server, asking for all player's team/info for each player associated with that particular "match"
I think that will do the trick!
Thanks for making me think! :)
Let me know what you think of that solution, if you would!
Thanks again!
03/16/2012 (12:43 pm)
I wrote a server in C# that handles the chat and lobby part. I think I have it figured out... 1) when the host chooses to start the game, the GUI will send each player's info to the server
2) when the game server is created, it will poll the lobby server, asking for all player's team/info for each player associated with that particular "match"
I think that will do the trick!
Thanks for making me think! :)
Let me know what you think of that solution, if you would!
Thanks again!
Torque Owner Nathan Martin
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