Hub system net support
Posted: Fri May 06, 2011 9:54 pm
I've got a few notes from people about the hub system in Unreal Beta and others not working correctly in online games from the final, and I believe that this is why:
In single player, the player starts the hub level from a teleporter that led the player there. The player then goes to the first connected level and finishes it. Then he returns, again through a teleporter, but a different one. That leads to him stepping on a trigger that allows the player to continue to the next map and (usually) blocks the path back to the first connected level.
In a netgame, however, the player is spawned in the playerstart. He can then proceed to the first connected level, finish it and get back to the hub level. But the problem is that the server doesn't use the teleporter and spawns the player back in the playerstart - therefore the player has no way of pressing the trigger that allows him to proceed with the game and thus is stuck in a loop forever.
So, is there a way to get the system working? It would probably be ideal if the server could use the information from the teleporter to find the teleporter, see what it should trigger, then do it before starting the game. The trigger should also disable the first set of playerstarts and enable the second set. Then the players could spawn and continue playing the game. Is that achievable in any way?
In single player, the player starts the hub level from a teleporter that led the player there. The player then goes to the first connected level and finishes it. Then he returns, again through a teleporter, but a different one. That leads to him stepping on a trigger that allows the player to continue to the next map and (usually) blocks the path back to the first connected level.
In a netgame, however, the player is spawned in the playerstart. He can then proceed to the first connected level, finish it and get back to the hub level. But the problem is that the server doesn't use the teleporter and spawns the player back in the playerstart - therefore the player has no way of pressing the trigger that allows him to proceed with the game and thus is stuck in a loop forever.
So, is there a way to get the system working? It would probably be ideal if the server could use the information from the teleporter to find the teleporter, see what it should trigger, then do it before starting the game. The trigger should also disable the first set of playerstarts and enable the second set. Then the players could spawn and continue playing the game. Is that achievable in any way?