14-06-2009, 11:40 PM
The client-side CanMove stuff is all there to counter-act the packet delay. It's not nice pressing "up" and only moving a second or so later.
It's decent enough theory, but not programmed very well. Handling speed and movement server side is fine, but having it all handled client side for a player's own character only is perfect. As long as you do some checks to make sure it's not out of sync, which is a common problem in all Mirage-based engines/games.
It's an easy fix, just like this was. I might post a tutorial to fix it, eventually.
It's decent enough theory, but not programmed very well. Handling speed and movement server side is fine, but having it all handled client side for a player's own character only is perfect. As long as you do some checks to make sure it's not out of sync, which is a common problem in all Mirage-based engines/games.
It's an easy fix, just like this was. I might post a tutorial to fix it, eventually.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?