well hrm, what kind of problems are you having? i might be able to help you out by explaining better On Sun, Feb 21, 2010 at 9:42 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > 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. >>>> >>> >>> >> >