Explosion Effect & Sound on client
by Kostas Karpouzis · in Technical Issues · 07/17/2007 (7:26 am) · 6 replies
Hello everyone!
I need your help as i face a problem...
I have an onCollision() function in which my WheeledVehicle collides with a mine and the mine is blowing up.
i have made an effect for this reason and i have also added a sound for the collision event.
The point is that everything is ok at the server side but nothing happens at the client side.
There is no sound and no effect. The mine diasappears, the lifebar is decreasing as it should to, but nothing else happens and i cannot find where my fault is.
I have read some other theads about it but i didn't manage anything.
Any help will be much appreciated!
Thanks.
I need your help as i face a problem...
I have an onCollision() function in which my WheeledVehicle collides with a mine and the mine is blowing up.
i have made an effect for this reason and i have also added a sound for the collision event.
The point is that everything is ok at the server side but nothing happens at the client side.
There is no sound and no effect. The mine diasappears, the lifebar is decreasing as it should to, but nothing else happens and i cannot find where my fault is.
I have read some other theads about it but i didn't manage anything.
Any help will be much appreciated!
Thanks.
#2
Is there any hint about where the problem is or where else to search abou it?
07/17/2007 (10:15 am)
Martin, thanks for the quick reply but unfortunately the research for net explosion didn't help...I still cannot see the explosion on my server.Is there any hint about where the problem is or where else to search abou it?
#3
In stock, you cannot simply have an "explosion" without a projectile that collides (and therefore destroys itself)--you will want to look at how the explosion itself is created client side (check out the Projectile::onCollision) code, and work on networking the important aspects.
An alternative solution is simply to send a network event (commandToClient should fit the bill), and implement the explosion that way on the client--send the location, type of explosion, and other appropriate data within the commandToClient, and implement the explosion that way.
07/17/2007 (6:21 pm)
Explosions themselves are never networked in stock torque--explosions happen client and server side by an arcane routing through a projectile being destroyed.In stock, you cannot simply have an "explosion" without a projectile that collides (and therefore destroys itself)--you will want to look at how the explosion itself is created client side (check out the Projectile::onCollision) code, and work on networking the important aspects.
An alternative solution is simply to send a network event (commandToClient should fit the bill), and implement the explosion that way on the client--send the location, type of explosion, and other appropriate data within the commandToClient, and implement the explosion that way.
#4
Creating explosions on the server
Works pretty sweet for us.
07/17/2007 (10:38 pm)
Hah! I found the resource again, here is it:Creating explosions on the server
Works pretty sweet for us.
#5
But i have a question... Does it work for you?
because when i am trying to compile it i get some errors like:
Does anyone have any idea of what's going on?
07/19/2007 (6:23 am)
Martin,first of all thanks for the recourse!!But i have a question... Does it work for you?
because when i am trying to compile it i get some errors like:
Quote: c:\torque1_5\sdk\engine\game\net\net.cc(310) : error C3861: 'mathWrite': identifier not found
Does anyone have any idea of what's going on?
#6
07/19/2007 (6:43 am)
Yes, it works for us, but I wasn't the one who put the file into our repository. It works for us in a TGE 1.5 version flawlessly.
Torque Owner Martin Schultz