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  1. #1
    legacy-Maabus
    Guest

    Default security camera solution

    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.

  2. #2

    Default

    W00t! Good job, I'll add that to my tutorial and give you credit.

  3. #3
    Redeemer
    Join Date
    Mar 2003
    Posts
    1,308

    Default

    That's great:up: , just one thing.... will it affect ping? And if yes, how much (per camera)?

  4. #4
    MSgt. Shooter Person
    Join Date
    Dec 2002
    Posts
    282

    Default Re: security camera solution

    Originally posted by Maabus
    make a new class of object that extends the CameraTextureClient.
    How has this to be done exactly?

  5. #5
    MSgt. Shooter Person
    Join Date
    Jul 2003
    Posts
    64

    Default

    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.

  6. #6
    MSgt. Shooter Person
    Join Date
    Dec 2002
    Posts
    282

    Default

    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?


 

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