Confusing title?
Prepare for more because the construction itself is even more confusing.
Let me explain the concept:
Now, all this works fine offline, but online it gets messed up.
How you are asking?
The room moves faster than it is supposed to. That's not really visible though, oddly. The (for now) non-moving attached door is slower than the room and the door has the correct speed, the other one just doesn't do anything except closing and standing still and opening at the end of the sequence, it doesn't even follow the room. The room just stops moving like 30 seconds before it is actually on the other side, then it lags from time to time and in the end the room starts to change location and moves forward during and due to lags. In the meanwhile, the non-moving door proceeds to point B where these two parts meet again.
Long story short: What happens is that the room is moving faster than the attached movers and the attached movers are the real location of the room - only online though.
PS: Bot support is not needed (this may sound lame but bot support is actually quite impossible in the map due to the concept). In fact, it's not made for a regular map anyway but for a server-only map.
Any help is appreciated!
Other than that, does anybody know what the bSlave (in Mover) setting in the mover's properites does? I also forgot what exactly bHardAttach (in Movement) does (I knew it once though, I should really map more in Unreal Engine 2 again), however, without this setting set to true, attached movers don't seem to work, so I assume it forces an attachment no matter what, or am I wrong?
Prepare for more because the construction itself is even more confusing.
Let me explain the concept:
- I have a room-like mover (Tag: MovingRoom) with two holes for two door, one that is closed and not in use at the moment and one that is movable (Tag: MovingRoomDoor) through which you can enter it. When it is moving, you shall not be able to exit it, that is why I attached doors to it, one is open though which you can enter and which closes , the other one is closed (for now). This room is supposed to be moving from A to B on a straight line for 150 seconds (= 2 keys). The door can be open and closed (= 2 keys, again).
- EncroachType of these movers is set to "IgnoreWhenEncroach", there is no encroach damage. Both movers are set to TriggerToggle.
- You start it with a UseTrigger inside that moving room that is attached to it. If you trigger it, it sends out an event (Event: StartMovingRoom).
- There is a ScriptedTrigger that manages the entire construction, it contains these actions:
- [0]WAITFOREVENT | StartMovingRoom //activated the UseTrigger
- [1]TRIGGEREVENT | MovingRoomDoor //door closes and player is "trapped" inside of the room
- [2]TRIGGEREVENT | MovingRoom //room moves from A to B
- [3]WAITFORTIME | 150 //pause between action 2 and 4 until the room stops moving
- [4]TRIGGEREVENT | MovingRoomDoor //room stopped moving and is now at B, door opens so player can leave
- [5]GOTOACTION | 0 //goes back to action 0 (WAITFOREVENT) again so you can get back to A
Now, all this works fine offline, but online it gets messed up.
How you are asking?
The room moves faster than it is supposed to. That's not really visible though, oddly. The (for now) non-moving attached door is slower than the room and the door has the correct speed, the other one just doesn't do anything except closing and standing still and opening at the end of the sequence, it doesn't even follow the room. The room just stops moving like 30 seconds before it is actually on the other side, then it lags from time to time and in the end the room starts to change location and moves forward during and due to lags. In the meanwhile, the non-moving door proceeds to point B where these two parts meet again.
Long story short: What happens is that the room is moving faster than the attached movers and the attached movers are the real location of the room - only online though.
PS: Bot support is not needed (this may sound lame but bot support is actually quite impossible in the map due to the concept). In fact, it's not made for a regular map anyway but for a server-only map.
Any help is appreciated!

Other than that, does anybody know what the bSlave (in Mover) setting in the mover's properites does? I also forgot what exactly bHardAttach (in Movement) does (I knew it once though, I should really map more in Unreal Engine 2 again), however, without this setting set to true, attached movers don't seem to work, so I assume it forces an attachment no matter what, or am I wrong?
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