I still seem to be having a problem trying to figure out how to use the commands. Can you possibly make a different kind of network script that I can also use for reference? On Sat, Feb 13, 2010 at 2:35 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > I think that helps. I will take another stab at it next chance I get. > > You are welcome to take and delegate tasks that are needed. If something > becomes urgent scripting-wise let me know. > > I did see the commands in the scripting help but I did not find the > documents very helpful. They explained the variables and values but I > couldn't really figure out how to use the commands. > > > On Sat, Feb 13, 2010 at 9:34 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> Hey Kent, >> >> Totally understandable about your shift in time usage. I figure i'll take >> on some of the scripting tasks but leave the important stuff like networked >> pirate dice to you. >> >> If anything becomes uber important and you dont have time to do it, i have >> no problem takin it over so we should be fine (: >> >> Ok, about the network stuff hrmms... >> >> #1 - GetServerList: well first things first, i added the network script >> functions to the script help documents. Have you seen those? If so were >> they not too helpful? If not let me know, maybe i need to document things >> better. >> >> Anyhow, GetServerList is only useful for searching for existing servers. >> Theres another function for creating servers but you are right, you would >> change the string to PirateDice and thats all you need to do to make it work >> for pirate dice. >> >> #2 - SendChat: yeah this is the only place it sends to the server. For >> the success thing, basically what thats about is every network function >> returns whether or not it was successful. If it wasn't, you should display >> an error message to the player and then bail out of the game. The reasons >> it wouldnt be successful is like if they unplugged their internet cable or >> something. >> >> #3 - OnNetworkMessage: This guy is called by the game whenever it receives >> a network message from the server. How network messages work is you send a >> message to the server which consists of "MessageName" and "MessageValue". >> After it gets to the server, the server sends it down to all of the >> clients, including the person who sent the message in the first place. >> OnNetworkMessage is called once for each message received so that you can >> respond to the message (like if someone raised a bet, you can update the pot >> size). Everyone receives messages in the same order (: >> >> Since messages have both a name and a value you can do something like all >> chat messages have the message name "Chat" and all message values are what >> the person typed for chat. >> >> For when anyone takes a turn you might make a message named "TakeTurn" >> and then have the message value be something like "call", "fold", "raise 10" >> etc. >> >> OnNetworkMessage also receives messages when players join or leave. >> >> Also each network message (i think... going from memory) give you both the >> name of the player, as well as a "PlayerID" which is a unique ID# associated >> with that player (if its ever useful to know, this ID# is always the same >> for the same player, it's like an account number). >> >> Does this help at all? >> >> On Sat, Feb 13, 2010 at 2:05 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: >> >>> Tonight is the first time I really spent any time on the network code and >>> let me tell you I am confused as hell. If I follow along the lobby code I >>> can make enough sense of it but when it comes time for me to recreate it I >>> can't get shit to work right. I can get it to log in to a server by copying >>> the "Join chat server" section of the lobby code but I don't really >>> understand what to do from there. >>> >>> Here are some questions off the top of my head >>> >>> in the "Join chat server" section I think I would want to change >>> GameServer_GetServerList("Chat") to GameServer_GetServerList("Pirate Dice") >>> I think this would cause the game to join the game server Pirate Dice. Am >>> I right? >>> >>> is the function SendChat the only point in the code where the player can >>> send information to the server? I don't really get the success= part? >>> >>> I also don't really understand the OnNetworkMessage part. I think it has >>> something to do with sending messages to the server and out to the players >>> but I don't see how it does it. I understand that the bottom portion of >>> OnNetworkMessage is updating the chatroom. Pirate Dice should probably have >>> an in game chat. >>> >>> >>> >>> >>> I want to start Pirate Dice. Have a button for join network game. This >>> will look through for a list of servers and then create one if there is >>> nothing available. Like the lobby, I believe. Pirate Dice will then begin as >>> it does now. >>> >>> Somehow I want the players name and ID to be assigned to the player >>> value. For example Player1 will say Atrix. >>> >>> Somehow I want the players game choices to get sent to the server and >>> back to the players. The information that should be sent would, the choice >>> they made (raise, bluff, call), what they have in their hand (pair, three of >>> a kind), and any money information (amount raised, raising to the called >>> amount) >>> >>> >>> >>> Between work and school I just don't have a lot of time to invest right >>> now. So this is mostly for discussion and to get my brain thinking. I love >>> working on this stuff I do it for fun and relaxation these days. I might be >>> able to squeeze some time in on the weekends or if I finally get ahead on >>> homework. The workload will definitely drop as I get the hang of my job and >>> as I finish off my internet classes. >>> Any help is greatly appreciated. >>> >> >> >