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You're gonna love this


damiancds

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You'd need the ability to get the location of the player, the view angles, animation states, model indexes, etc.

You'd then need an external program that monitors these values, and could not only transmit said values over a lan at frequent intervals, but also receive them as well.

You would then need an array to set the "received" version of this info to internally.

You'd then need a plug-in that monitors this array and constantly updates an npc with these values.

 

You would then have, an npc on each instance that is updated with these values.

 

If you could then use scripting logic to detect when the player at one end shoots and where their stuff hits, and update this to the other in a similar fashion.. you could have something there.

 

This is all assuming that both instances run the same exact mods..

 

And that doesn't even begin to cover what you'd need to do.

 

You'd also have to monitor almost every single value.. spawned npcs, items.. etc and transfer those as well..

 

in that case you'd have to have a master and a client.. the master is where all these world item states are gotten and transmitted to the client, so the state frames can be updated if they change..

 

Because we have the havok engine, some of these states wouldn't need to be changed too much.. only sanity checked (ie kick a box on the master and it may not react the same way on the client)

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You would also need a splitscreen and since Fallout works by loading only the things next to you if you ran too far apart the game would slow down like all hell, probably even crash.

 

Besides, how many advantages would it offer anyway?

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This fits in the multiplayer mod but seeing how the engine was built for single player, you'd have a long way until they make one...

Oblivion Online and Oblivion Reborn are mods that have some multiplayer aspect in, but still isn't finished, so don't expect it to even work at 25% of the time.

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