weird logic and or connection and destroying
Posted: 09 Jul 2012, 02:16
hi i been creting a multiplayer game with a fps setting and i have encountered some weird issues and i'm here to see what are the ingishts about it.
for example when i go onto a game scene i join the room and set several events such as on room join, on user enter and so on. now the weird part is that it works fine normally and sometimes all of the sudden is like they where fired off late so when i join a scene i don'g get to the the remote representation of the other player. it's not a issue with instantiating or anything like that it works fine but at some times it gets unstable, anyone would know?
second would be when it comes to destroying a player such as having to do respawning it seems that smartfox doesn't likes it, before i was able to destroy a player example died due to loss of health then reinstantiate him. so i end up getting some null referencer as if they lost a reference to the smartfox connection. i have tried doing things like smartfox = smartfoxconnection.connection and so on. so the work around was to not destroy them and hide the meshes instead which becomes a bit of a hassle since i have to make shure they don't send messages still and so on.
the last one would be is there still a problem with threading or so? or am ijust running the messages weirdly meaning right when someone connects you can tell visually that the screen becomes a bit jittery and i don't mean like position lag or so, i'm already doing interpolation in which i'm still trying to learn it's worings. what i mainly mean would be such as it seems that when some events gets fired it kinds of feel a bit uneasy on the server.
for example when i go onto a game scene i join the room and set several events such as on room join, on user enter and so on. now the weird part is that it works fine normally and sometimes all of the sudden is like they where fired off late so when i join a scene i don'g get to the the remote representation of the other player. it's not a issue with instantiating or anything like that it works fine but at some times it gets unstable, anyone would know?
second would be when it comes to destroying a player such as having to do respawning it seems that smartfox doesn't likes it, before i was able to destroy a player example died due to loss of health then reinstantiate him. so i end up getting some null referencer as if they lost a reference to the smartfox connection. i have tried doing things like smartfox = smartfoxconnection.connection and so on. so the work around was to not destroy them and hide the meshes instead which becomes a bit of a hassle since i have to make shure they don't send messages still and so on.
the last one would be is there still a problem with threading or so? or am ijust running the messages weirdly meaning right when someone connects you can tell visually that the screen becomes a bit jittery and i don't mean like position lag or so, i'm already doing interpolation in which i'm still trying to learn it's worings. what i mainly mean would be such as it seems that when some events gets fired it kinds of feel a bit uneasy on the server.