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[Blog] Passenger code (by ChrML)


Gamefreek

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I did some passenger client/net code yesterday and today and it's now working pretty well with the vehicles we've tried. Currently I mapped the Y button for entering as a passenger, though this key is most likely changed before release, or maybe it'll become bindable (user defined). Most vehicles can have 1 passenger, though a lot can also have 3 and some (busses) can have up to 8 passengers. I'm not sure if we'll increase the bus passenger limit before release, but it's pretty trivial to do if we want to.

As always, all animations are synced, and vehicles with passengers can get their driver jacked. It's tested to be pretty reliable (played with eAi on 500 ping, my desktop and my laptop), and it's designed in a way making it hard/impossible to desync, and if it does, the desyncing players are disconnected with a code tracable for us (should never happen in the released version). There are still a few things to fix and tweak on, for example if you abort jacking a vehicle, though I'd say the vehicle occupant, jacking and passenger code is almost done.

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