making a car

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usaar33

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Mar 25, 2000
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Returning to net code.

I still do not see at all what is so hard.

I plan to simply base a vehicleServermove() (replicated servermove) on normal servermove(). Only it will replicate the client's current force in each engine, rather than acceleration. In fact viewrotation won't even matter (well..it will if I add weapons ;p). But even with weapons... very simple code. I can even use the normal clientupdateposition code
 
Well, is your vehicle a PlayerPawn? If it is, then it shouldn't be too hard. It would be a bit difficult if your vehicle was another class that was fed inputs from the PlayerPawn. As for the wall collisions and the player pawn, it IS called when the player collides with walls at certain angles, but at other angles it's not called... It's... weird...

Eater.
 

usaar33

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Originally posted by Eater1
Well, is your vehicle a PlayerPawn? If it is, then it shouldn't be too hard. It would be a bit difficult if your vehicle was another class that was fed inputs from the PlayerPawn. As for the wall collisions and the player pawn, it IS called when the player collides with walls at certain angles, but at other angles it's not called... It's... weird...

Eater.

Ah, I never got any hitwalls. Didn't matter though (just checked if location+velocity*deltatime was the same as the location after movesmooth... then the plane would explode ;p)

No, my car is a decoration that checks its owner's inputs (in VehicleTick(), which is called by ppawn.playertick())

Hmm... even net code for other clients should be simple :)
 
Well, that's how it seems to a lot of people... And then they actually try to do it. Ask Phfoenix (or however you spell it)... The guy that's the lead coder for NeoCairo. I told him too, and he thought it was easy... then he spent 2 months getting it to work.
Anyway, that velocity checking is great if you're just doing the I_HIT_A_WALL=EXPLODE thing, but for more advanced forms of collision, you'll probably need some way to tell what the normal of the wall you're hitting. I suppose one of those extend trace things would help here.

Eater.
 

usaar33

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Originally posted by Eater1
Well, that's how it seems to a lot of people... And then they actually try to do it. Ask Phfoenix (or however you spell it)... The guy that's the lead coder for NeoCairo. I told him too, and he thought it was easy... then he spent 2 months getting it to work.
Anyway, that velocity checking is great if you're just doing the I_HIT_A_WALL=EXPLODE thing, but for more advanced forms of collision, you'll probably need some way to tell what the normal of the wall you're hitting. I suppose one of those extend trace things would help here.

Eater.

You can't spell Pfhoenix? heh. I chat with him almost everyday.
Ya, but replication is one of my strengths. I know, mostly, what I'm doing. My physics model is also so complex that it only uses one factor, the force of each engine... the biggest problems always lie with "teh EVIL NATIEVE CODE!!!!!!!!" however. I had so many problems with Valhalla Avatar :/
 

usaar33

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Originally posted by 2COOL4-U
Most of 'em are. I can see you're German. Shag is french. Aspie is australian. Botje is from Belgium

But I am still a 1337 American :p

As for net code, sure whenever I get around to coding it. I take one thing at a time and ONP netcode is the least of my worries.