I don't need to test my programs. I have an error-correcting modem.

Difference between revisions of "UE2:KarmaThing"

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m (moved User:Crusha/UltimateMappingTools/KarmaThing to UE2:KarmaThing: I think this thing should have it's own common page.)
m (Removed spaces in the DefaultProperties)
 
Line 106: Line 106:
 
DefaultProperties
 
DefaultProperties
 
{
 
{
     MaxNetUpdateInterval = 0.5
+
     MaxNetUpdateInterval=0.5
 
}
 
}
 
</uscript>
 
</uscript>

Latest revision as of 15:08, 10 June 2010

KarmaThing[edit]

Coded by unknown author. We got the script from a mapper who said that the creator allowed to freely distribute this script, so I put it in my tool set to make it easy available for everyone. Originally published in the package 'KarmaOnline'.


UT2004 Object >> Actor >> KActor >> KarmaThing (custom)
Known custom subclass:
Crusha/UltimateMappingTools/UltimateDestructibleEnvironment

Usually KActors don't work properly in netplay. Their collision is replicated by the server, but they don't change their visual location on the clients. This is a fixed version of the KActor that works in online games.

Variables[edit]

Except for one variable there is nothing new to the level designer in compare to a KActor. Here you can learn how to set up a KActor properly to achieve what you want.


Property group 'KarmaThing'[edit]

MaxNetUpdateInterval[edit]

Type: float

How frequently the location and rotation of the KActor gets updated for the client. The lower this value the more frequent gets it updated.

Default value: 0.5


Script Code[edit]

This is the original code, if someone is interested.

//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class KarmaThing extends KActor
    placeable;
 
var() float MaxNetUpdateInterval;
var float NextNetUpdateTime;
 
var KRigidBodyState KState, KRepState;
var bool bNewKState;
var int StateCount, LastStateCount;
 
replication
{
    unreliable if(Role == ROLE_Authority)
        KRepState, StateCount;
}
 
function Tick(float Delta)
{
    PackState();
}
 
//Pack current state to be replicated
function PackState()
{
    local bool bChanged;
 
    if(!KIsAwake())
        return;
 
    KGetRigidBodyState(KState);
 
    bChanged = Level.TimeSeconds > NextNetUpdateTime;
    bChanged = bChanged || VSize(KRBVecToVector(KState.Position) - KRBVecToVector(KRepState.Position)) > 5;
    bChanged = bChanged || VSize(KRBVecToVector(KState.LinVel) - KRBVecToVector(KRepState.LinVel)) > 1;
    bChanged = bChanged || VSize(KRBVecToVector(KState.AngVel) - KRBVecToVector(KRepState.AngVel)) > 1;
 
    if(bChanged)
    {
        NextNetUpdateTime = Level.TimeSeconds + MaxNetUpdateInterval;
        KRepState = KState;
        StateCount++;
    }
    else
        return;
}
 
//New state recieved.
simulated event PostNetReceive()
{
    if(StateCount == LastStateCount)
        return;
}
 
//Apply new state.
simulated event bool KUpdateState(out KRigidBodyState newState)
{
    //This should never get called on the server - but just in case!
    if(Role == ROLE_Authority || StateCount == LastStateCount)
        return false;
 
    //Apply received data as new position of actor.
    newState = KRepState;
    StateCount = LastStateCount;
 
    return true;
}
 
DefaultProperties
{
    MaxNetUpdateInterval=0.5
}