Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

Difference between revisions of "User:00zX"

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[[http://wiki.beyondunreal.com/Dynamic_array|Dynamic Array]]
 
[[http://wiki.beyondunreal.com/Dynamic_array|Dynamic Array]]
 
'''Unlike any other data type in UnrealScript, dynamic arrays have absolutely no support for replication. Attempting to replicate a dynamic array variable will have no effect on the remote instance of that variable. Attempting to use a dynamic array as parameter of a [[replicated function]] will result in the parameter being empty when the function is executed on the remote side.'''
 
'''Unlike any other data type in UnrealScript, dynamic arrays have absolutely no support for replication. Attempting to replicate a dynamic array variable will have no effect on the remote instance of that variable. Attempting to use a dynamic array as parameter of a [[replicated function]] will result in the parameter being empty when the function is executed on the remote side.'''
 
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<br>
 
====Actor Replication====
 
====Actor Replication====
 
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<br>
 
====Variable Value Replication====
 
====Variable Value Replication====
 
<uscript>
 
<uscript>
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}
 
}
 
</uscript>
 
</uscript>
 
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<br>
 +
<br>
 
====Repnotify and Replicated Events====
 
====Repnotify and Replicated Events====
 
This is new in Unreal Engine 3 and is not available in previous versions.
 
This is new in Unreal Engine 3 and is not available in previous versions.
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}
 
}
 
</uscript>
 
</uscript>
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<br>
 
====Function call replication====
 
====Function call replication====
 
: Like replicated variables, the replication of a function call can be tied to certain conditions. In Unreal Engine 1 and 2 this condition is specified via the replication block and typically involves comparing the actor's Role to the value ROLE_Authority, Unreal Engine 3 provides the special function modifiers client and server instead.
 
: Like replicated variables, the replication of a function call can be tied to certain conditions. In Unreal Engine 1 and 2 this condition is specified via the replication block and typically involves comparing the actor's Role to the value ROLE_Authority, Unreal Engine 3 provides the special function modifiers client and server instead.
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'''Unreliable'''
 
'''Unreliable'''
  
====Client====
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=====Client=====
 
<uscript>
 
<uscript>
 
/** Sets the clients weapon to use the replicated variables */
 
/** Sets the clients weapon to use the replicated variables */
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}</uscript>
 
}</uscript>
  
====Server====
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=====Server=====
 
<uscript>
 
<uscript>
 
/** Gets the times from the weapons and sets them to the replicated variables */
 
/** Gets the times from the weapons and sets them to the replicated variables */
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:*[[UE2:Actor_enums_(U2XMP)#ENetMode]]
 
:*[[UE2:Actor_enums_(U2XMP)#ENetMode]]
 
:*[[UE2:Actor_enums_(UT2004)#ENetRole]]
 
:*[[UE2:Actor_enums_(UT2004)#ENetRole]]
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{{category game enums|UT3|Unreal Tournament 3}}
  
 
<br>
 
<br>
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<br>
 
<br>
 
====usage:====
 
====usage:====
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Just like any other Enum really.
 
<uscript>
 
<uscript>
 
if (Role == ROLE_Authority)
 
if (Role == ROLE_Authority)
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=====Examples=====
 
=====Examples=====
 
====usage:====
 
====usage:====
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Just like any other enum really.
 
<uscript>
 
<uscript>
 
simulated event PostBeginPlay()
 
simulated event PostBeginPlay()
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===Contact Me===
 
===Contact Me===
 
======IRC======  
 
======IRC======  
_00zX on [irc://irc.enterthegame.com EnterTheGame]
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MonsOlympus on [irc://irc.enterthegame.com EnterTheGame]
 
;* [irc://irc.enterthegame.com/unrealscript #unrealscript on EnterTheGame]
 
;* [irc://irc.enterthegame.com/unrealscript #unrealscript on EnterTheGame]
 
;* [irc://irc.enterthegame.com/unrealwiki #unrealwiki on EnterTheGame]
 
;* [irc://irc.enterthegame.com/unrealwiki #unrealwiki on EnterTheGame]

Revision as of 09:59, 17 April 2009


Proposal - Noir theme with highlighter adjustments

Code Noir Redex

stylish - userstyle -00zX 01:50, 3 April 2009 (UTC)
[Monobook - noir]


Proposal - Replication

Replication

-00zX 20:49, 3 April 2009 (UTC)

Replication/Replication_(computer_science)
Concept of servers and clients.(NetMode/Relevancy/Reliability)
  • Declaring Replication using theReplication Block
  • Function Replication using the replication block?
  • Booleans Declared in actor that are useful in replication

http://wiki.beyondunreal.com/Introduction_to_replication#

  • NetMode (concept)
  • Replication Block
    • Actor Replication (bools bnetinitial eg)
    • Variable Value Replication (using block)
      • Repnotify / ReplicatedEvents
    • Function call replication(UT2004)
  • Function call replication(UT3)
  • Reliability
  • Relevance (actor replication??)
    • Role and RemoteRole
  • Info
    • ReplicationInfo
      • GameReplicationInfo (GRI)
      • PlayerReplicationInfo (PRI)
      • LinkedReplicationInfo (LRI)

Proposal

Foo

-00zX 21:31, 29 March 2009 (UTC)

Bar

UE3:Object_static_native_functions_(UT3)
Legacy:Object_(UT3)/Operators
Legacy:Operators
Legacy:Scripting_Operators
Legacy:Iterator
Variables#Modifiers


Wiki

Contributions

Contact Me

IRC

MonsOlympus on EnterTheGame

Other/Profiles

E-mail 00zX or on