Game Development Community

Hot potato" projectiles

by Kevin Johnson · in Torque Game Engine Advanced · 12/30/2006 (12:46 pm) · 2 replies

Ok, bear with me...

What I mean is basically a projectile that can be shot to (as opposed to at) a team mate. Initial tests are by mounting a new image of the projectile onCollision with another player. This gets the results im after, but (and ive found a few other threads verifying this behavior) sometimes the client side projectile keeps going after the server has scored a hit. So, the projectile shape is mounted, and there is another projectile continuing off into space. Any ideas for a workaround or maybe a different implimentation?

#1
01/05/2007 (9:57 am)
The server should really update the client side projectile code. But of course, it can only do that when it has a collision. Unfortunately it means the client will have predicted forward from that position.

Solution would be to also "predict" the collision on the client and choose to disable the rendering of the client projectile if you predict a collision. Then re-enable the projectile if the server sends an update (i.e. if the server says "projectile is still moving".

Or redesign your game :)
#2
01/05/2007 (11:47 am)
Here's an off-beat option . . .

Instead of using projectiles, you could tap into the throw functionality (for weapons/ammo/etc). It has collision features and some other cool stuff -- it might make a good starting point for the functionality you're describing.

Start all that players off with nothing in their inventories. Once the game has started, and after the potato weapon object has been thrown, it is removed from the throwing player's active slot. Upon collision with another player, it is automatically mounted, active, and ready to throw again.