Babylon-7's Forum Posts

  • 15 posts
  • I have the scroll to behavior disabled by default in the layout. Still doesn't want to work.

  • that's exactly what I have. I think something is broken or I've overlooked something very obvious.

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  • I have tried everything I can think of but no matter what I do, when I test the game the camera will not follow the peers player, most everything works fine on the host's end, but not the peer's. I have tried making separate camera objects for just the host thinking that syncing the hosts player will sync the state of its behavior to the peer's also, but no luck. I have tried every solution I could find on the internet and yet none of them seem to work.

    I'm wondering if maybe this is a glitch in construct 3, but somehow I doubt that.

    How on earth do I make the scroll to behavior work for the peer in multiplayer?

  • So I spent some hours brainstorming the problem and took a guess that maybe when syncing the variables the client input tag on the sync variable event should be empty. And BAM! it worked, simple as that. For whatever reason, the tag was preventing the player variables from syncing from host to peer.

  • so I got the cone to pin to the player but I have no idea why it decided to work now and not before. the problem now has become that the player on the peer's end does not rotate towards the mouse position, but does for on the host's end. I have the player synced with position only, and the angle is determined by input tags that the host receives and updates the player's instance variables to, then both the host and peer rotate the player toward the position specified by the instance variable. I have the Instance variables synced also. From my limited understanding of how the multiplayer plugin works, everything should work.

  • Yes, I have. For whatever reason, other objects will pin the player but not the cone.

  • I'm making a simple game to get the hang of p2p multiplayer. I have a player and a vision cone for the player that determines what the player can see, the vision cone should only be visible to the player it is assigned to. To do this, I made it so that if you are a peer, you delete the existing cone for the host and create a non-synced vision cone on only the peer's screen. This way the host does not see the peer's vision cone and vise versa. The problem I am having is when I pin the cone to the player on the peer's end, when I run it, the cone does not follow the player.

    Can the pinned object not be moved because it only exists on the peer's side and the host has to move it?

    Or is this a problem with the multiplayer plugin or the pin behavior?

    Is having clientside objects that only exist for the peer even possible?

    Any insight would be much appreciated.

  • Oh, I see now. Thank you.

  • I'm trying to create a very simple peer-peer tank combat game where there is a different sprite for the hull and for the turret. the hull moves based on WASD inputs and the turret points at the mouse position and is pinned to the hull. the turret and the hull are put into a container. I sync both the hull and turret separately because they both accept different inputs to change their position and angle.

    The problem is; when a peer joins the game it creates an extra copy of both the host's hull and turret and the peer's hull and turret. the error only occurs on the peer's screen. on then peer's end, the turrets for the host are pinned to host's hull but one doesn't rotate, and the second hull created for the host is at (-1000, -1000). the turret 2nd turret for the peer spawns at the location that the peer's tank is created and the peer's 2nd hull is also at (-1000, -1000).

    So I have read all the multiplayer tutorials and looked over the multiplayer example "real-time game" multiple times and read the documentation for multiplayer, and as far as I can tell there shouldn't be a problem with my game. but there is.

  • 15 posts