Moochie's Forum Posts

  • 10 posts
  • I think that is because all peers have the action being fired. (event 61)

    How about adding: Peer.peerid = multiplayer.MyID to event 61 ?

    No that didnt seem to do it.

  • Hi, I am trying to make it so that a peerA can only see peerB if peerB is in the line of sight in front of peerA and invisible if peerB is not in the cone of line of sight of peerA.

    I have it kinda working but peerB becomes visible to all peers, not just the peer that spotted him.

    Here is a pic of how I currently have it setup. Opacity is currently 30 for testing, it will be 0 when finished.

    Some help would be greatly appreciated. Thanks

  • Everything that has to do with the angles appears to be correct, has anyone ran into this issue before?

  • Hi, I am having an issue with what my peers see in a game. So the host sees the what direction all the players are looking and can see then move and look around just like in the Ghost Shooter Multiplayer example but the peers are not getting synced with what direction any other player is looking, all the players can see all the other players move but not what direction they are facing. I clearly missed something in the example when I recreated it on my own but I can not find the issue.

    I was hoping someone could pin point what events control the host sending the look info of the peers to the other peers.

    Thanks, Moochie.

  • Yes it would, it basically uses the same mechanic but different object. If you made a non-MP top down shooter with AI previously, this should be intuitive enough to figure out.

    I have but the kills were just added to 1 player and now I need to separate the kills per peer and I seem to be having trouble with that. I will see if I can get the original method to work for me tonight. Thanks

  • > Hi, I am trying to set monster kills per peer. To do this I think I need to set a variable on the monster object for the last player to hit the monster so when the monsters health hits 0 it takes the last hit variable (players name) and adds a kill to that players kills. I plan on doing this by the following is possible:

    >

    > Player left click spawns a bullet, bullet is given a variable Shooter which will be the player that shot it, Bullet collision with monster then transfers the Shooter variable to the monster variable LastHit (Player Name), Monsters health = 0 then Add 1 to kills form LastHit (Player Name)

    >

    > Is this or a variation of this possible?

    >

    > Thanks

    >

    I think the official shooter MP example shows the exact way to this already. Line64 and line65.

    But in mine I create a bullet object that travels across the map and when it collides with a monster it does 1 damage. In the official shooter MP you click on a player to do damage, so would this still work?

    Thanks

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  • > Cool thanks.

    >

    > Another question, when peers connect they see 2 copies of the hosts player, only one moves and the one that doesn't move can't be seen by the host, any ideas why?

    >

    > Thanks

    >

    I speculate that this happen because you did not destroy the default host player on peer side upon joining room as peer. Look at pong example, it shows the simplest way to solve this, for the paddle object.

    In signaling I do have the Peer Destroy.

  • Hi, I am trying to set monster kills per peer. To do this I think I need to set a variable on the monster object for the last player to hit the monster so when the monsters health hits 0 it takes the last hit variable (players name) and adds a kill to that players kills. I plan on doing this by the following is possible:

    Player left click spawns a bullet, bullet is given a variable Shooter which will be the player that shot it, Bullet collision with monster then transfers the Shooter variable to the monster variable LastHit (Player Name), Monsters health = 0 then Add 1 to kills form LastHit (Player Name)

    Is this or a variation of this possible?

    Thanks

  • Cool thanks.

    Another question, when peers connect they see 2 copies of the hosts player, only one moves and the one that doesn't move can't be seen by the host, any ideas why?

    Thanks

  • Hi, I have trying to sync my monsters on my multiplayer top down shooter. Peers are running around taking damage from monster they they can't see because they exist on the Host. I am not sure how to go about syncing my monsters. My monsters use the Bullet behavior to move.

    Thanks, Moochie

  • 10 posts