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Medic Halos(crosses)  XML
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Szlat

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Joined: 05/18/2005 18:32:41
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I hate replication with a vengeance. It always causes me huge hassle.

From what little I have learnt, I would suggest trying having a mutator that adds an inventory item server side (see MutRPGHUD for an example). This inventory item would have access server side to get a list of players and if they are medics.
Have this data stored in a variable, and have this replicated with a Role == ROLE_Authority clause. This should push it from the server to the client.
Have a function in this class which generates the list, and have this function in a replication block with a Role < ROLE_Authority clause. You can then call this function from the client, and hopefully it should update the replicated variable.
If you are running this from within an interaction class, then you hit extra problems with replication, as interactions are pure client side and know nothing of replication roles. However, if you make the replicated function in the inventory item a static function, then you can still access the local players inventory item and call the static function, which should run it server side.

No idea if it will work or not, but that's where I would start from. Hopefully someone with a better understanding could give you a better clue.
KohanX

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Well, finding out if someone has Loaded Medic would be the same thing as fniding if a monster has FriendlyMonsterInv. It shouldn't be too difficult.
Szlat

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KohanX wrote:
Well, finding out if someone has Loaded Medic would be the same thing as fniding if a monster has FriendlyMonsterInv. It shouldn't be too difficult. 

Looking at Druid's RPGHUDInvasion, he doesn't check for FriendlyMonsterInv. That presumably would be a lot more difficult. What he actually checks for is the halo emitter that friendly monsters have. The emitter is replicated to the client.

So, if you get the medic crosses working, then a change to the radar to detect the crosses would work the same way.

So, the easiest approach may be
  • give medics red crosses
  • change the radar to detect them
    rather than trying more difficult methods of detecting what class a player is.
  • KohanX

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    Indeed, because that's supposed to happen smoetime anyway.
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    Can you tie the Medic indicator to the healing weapons instead of the individual? I realize that someone is not a medic but has a healing weapon will show up but generally speaking, it wouldn't happen that often.

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    USA-DEMONSLAYER wrote:
    Can you tie the Medic indicator to the healing weapons instead of the individual? I realize that someone is not a medic but has a healing weapon will show up but generally speaking, it wouldn't happen that often. 

    There are several different ways to do this, I think. Thing is, the first way I've tried to do it doesn't work (in a dedicated server environment). I'll eventually look at some code to see if there's another way to do it, but I'm certain that once one of the two things we'd like to look at doing ("halo crosses" and "radar crosses"), the other thing will likely become somewhat easier.

    The "halo crosses" idea may become more of a "weapon halo" than a "player halo". I haven't taken this one on as "my baby" yet. I'm more fond of the radar idea than I am the halo idea (see some of the previous discussions ).

    What I'm trying to avoid right now is anything that requires passing more data about other players to an individual client. Don't think I'll be able to though, and I'm not excited about the prospect of discovering "replication" gotchas.

    In any event, I'm holding off on look at this for a while, because to test something like this fully, I need to get my test environment to work appropriately. For some reason when I do a dedicated server and then connect to it as a client (all on the same machine), weapons slots are messed up - if I pick up another weapon and switch to it, I loose the previous weapon.

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    Having a horrible time extending rpgability...

    I have no idea why and have never had this sort of problem before...

    going to try adding it to the gun now.




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    Slower going than I thought it would be but it functions now... will be trying to tweak it some more but here is what it looks like right now.



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    Joined: 05/01/2005 20:31:39
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    How about a colored halo maybe, blue for medic, red for weapon, and yellow for adenaline masters?!?! If that's too much due to halo's being around the monsters then how about a set of 'glowing' boots or belt or something of that nature?

    I just put a mod on our server, the deflector mut, and there is a graphic there that looks like a purple tu tu or something but it can be done...maybe even better as that there tu tu seems to have a mind of its own sometimes!
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    So far I havnt actually succeeded in adding to the medic class its attatched to the pawn only when the medic weapon is being used.

    Personally I dont really want to add a bunch of floating stuff to all the players with medics its helpfull to see who is healing ect but not sure what a wm would need to be identified for.




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    actually it's the other way around, as a wm I'd like to know who is the medic and am. I can run to be healed or ask if someone minds to max out my weapon. In regards to knowing who the wm is...eh you'd know soon enough!
    KohanX

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    One, awesome reading, I'm sure to look into that, thanks.

    Two, good luck with the halo thingy, at a glance, it looks complicated to me (I've never dealt with attaching stuff to bones, et cetera).
    TheDruidXpawX

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    So I've thought about this some more, and I'm not sure this is a good idea.

    If I'm a medic, I may not want to be harassed all the time, so I may not want a halo at all.

    Also, in a team game, I don't want people on the other team to know who the medics are.

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    KohanX

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    One,make a setting for it, then.

    Two, it shouldn't be too difficult to screen it based upon the two pawns' teams.
     
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