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legacy-Maabus
06-09-2003, 11:14 PM
i suppose this is actually a scripting post, but all of the posts ive seen about this have been in level editing. anyway. there have been problems associated with the cameras in multiplayer mode, namely that they dont work for anyone other than the host of the game. the problem lies with the CameraTextureClient object, which doesnt send info over the net. the way around this is to make a new class of object that extends the CameraTextureClient.

class NetCameraTextureClient extends CameraTextureClient;

defaultproperties
{
RemoteRole=ROLE_SimulatedProxy
}

now use this object in your map instead of the CameraTextureClient, and anyone playing on your map will be able to use your cameras.

Angel_Mapper
06-10-2003, 12:26 AM
W00t! Good job, I'll add that to my tutorial and give you credit. :)

legacy-DarK
06-10-2003, 12:44 AM
That's great:up: , just one thing.... will it affect ping? And if yes, how much (per camera)?

legacy-TDW-Socke
10-19-2003, 07:08 PM
Originally posted by Maabus
make a new class of object that extends the CameraTextureClient.


How has this to be done exactly?

legacy-[FlaT]TopAce
10-20-2003, 12:13 PM
nice one, i once made my own camera, cutting a piece out of the ceiling and leaving enough space for the translocator, worked quite nice, this way you could see if some1 takes the lower way, but i never released the map.

legacy-TDW-Socke
10-23-2003, 06:31 PM
no ides?

i know, how to mak the *.u file, but how do i add it in the map, without the need for a serverpackage?