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Demo map Remote Execution, ZD_rand, Named Scripts, NetMode

 
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Krawa
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Joined: 23 Nov 2008
Location: #SDA

PostPosted: Mon Aug 31, 2015 7:06 pm    Post subject: Demo map Remote Execution, ZD_rand, Named Scripts, NetMode Reply with quote

Hi folks,
Here's a demo map with new ZD features (1.10b04 - 1.10b06):

Download: remote_execution_demo4.wad
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Body-Guard
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Joined: 08 Jan 2006
Location: Hungary

PostPosted: Tue Sep 01, 2015 12:49 pm    Post subject: Reply with quote

hi,

nice, though I have a suggestion:

to have every client run the clientside script, instead of putting the remote execution in a restarting open script, do the following: pack the Client_Execute into an enter script, and instead -1, use ConsolePlayerNumber(), so the script will run for each player independently once they spawn.
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Krawa
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Joined: 23 Nov 2008
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PostPosted: Tue Sep 01, 2015 7:13 pm    Post subject: Reply with quote

Hi Body-Guard, thanks.
Yes, that would be possible too, but the behaviour would be a bit different:
Fireball on the clients would start to spawn when a player enter the game (join) and (not joined) spectators wouldn't see it.
You also could check and store the information in an array in an open script which player number is on the server and start the client script once, but I want to keep the demo simple. Also don't forget leaving players...
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EarthQuake
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Joined: 02 Apr 2004
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PostPosted: Wed Sep 09, 2015 10:24 pm    Post subject: Reply with quote

So for remote execution scripts, the "target client" parameter corresponds to the same values as returned by PlayerNumber()?
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Krawa
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Joined: 23 Nov 2008
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PostPosted: Sat Sep 12, 2015 6:57 pm    Post subject: Reply with quote

To get the number of the player use PlayerNumber().
Use ConsolePlayerNumber() if you are in a client script.

ConsolePlayerNumber_demo2.wad
To test: start a server, add bots and join the server.
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