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Comments
Stick a sign next to the lifts.. "Out of Order"
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The elevator seems to de-sync while moving if the round ends due to killing opfor, but will stay in sync if the round times out while its moving. You can actually see the elevator finish its cycle.
The only other issue is when a player gets chopped in half by the elevator (I had the doors disabled for the test...)
I'm having a great ol' time doing this stuff...very challenging. My building has multiple ways to the top, and the elevator is better than ladders. Now THOSE are a death trap!
If I don't end up with a successful map (and I DO want to...) then at least I've progressed past placing random trees and rocks.
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In research, I'm seeing "relevance" and NetPriority as suspicious potential culprits but have no idea how to address it.
I think server tick rate and the above properties might affect how the server keeps track of an actor even more than player ping. That is, actors considered unimportant, like a mere animation, might get lost as the server tracks supposedly more important stuff.
Except I need to tell it to keep track of the elevator and I have no idea how.
I'm always trying to do things I shouldn't. They call that 'learning the hard way.'
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Its why complex gameplay essential objects should be coded in instead of built in the kismet script.
Maybe changing the values with ModifyProperty could work, not the ideal solution.
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If you're subscribed to this map, you won't see THIS:
...because I've been working on THIS:
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I also polished up button, door and elevator logic, advanced features, and inner and outer door movement modules in the code.
The first one worked in the editor, but I have NOT managed to get the second one to de-sync on a server yet, so...here's hoping!
From this...
To this...
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Heading to the basement, I kept getting 'scraped' out through the elevator roof, and I thought it was de-syncing on me.
Ends up an edge of the landscape that is disabled with the Visibilty Tool was sticking out just at the edge of the elevator shaft and if I stood at the back of the elevator I got caught on it.
Easy fix!!
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BDX Hostile has two working elevators, skylights you can drop through Mission Impossible-style, a tunnel and lots of sand....
Still needs more gameplay work, light and art, but I'm getting there....slowly....
Check it out at http://steamcommunity.com/sharedfiles/filedetails/?id=664306947
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Pipeline
AA2 Hospital
HonorTown
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My Portfolio / Site
I do feel like I upped my game a bit from AllTerrain though...!
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My Portfolio / Site