how can I get my damage effects to 'stick' to the car more?
I appreciate that smoke etc should drift behind a moving car.. but if I have a panel or wing of the vehicle that is a damage effect (car gradually gets dented when it takes damage) I need it to stay in position.
Its basically fine in single play.. but when networked things start lagging (very smoothly!) behind the car..
network info and effects..
Re: network info and effects..
is this something to do with bundles and clusters..? The wheels on a car dont lag behind it for example.. but have network info?
I seek network enlightenment.
I seek network enlightenment.
- Apache Thunder
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Re: network info and effects..
The armor effect system has always been a bit flaky in mulitplayer. Addtemplated childs like springs and such don't lag behind or anything because both the client and server recognize them as part of the same vehicle.
Anything added via armor effects is technically not part of the host vehicle and they are separate entities even if they appear to tag along. Thus there is more for the client/server to keep track of. It may be one of those things you just can't fix for multiplayer.
Anything added via armor effects is technically not part of the host vehicle and they are separate entities even if they appear to tag along. Thus there is more for the client/server to keep track of. It may be one of those things you just can't fix for multiplayer.




I have cameras in your head!
Re: network info and effects..
Im gonna have to build this thing out of springs.. heheh
I suppose thats fitting for a clock
back to the drawing board.. kinda..
I suppose thats fitting for a clock

back to the drawing board.. kinda..
Re: network info and effects..
Weird. When I tested my "use armoreffects to allow for different damagestates" I didn't notice any mesh lags. Then again I didn't try it on high speed vehicles (fastest one I used it on was the Willy, but that one can be quite speedy as well.
Did you make sure to disable physics of the "effect mesh"? Or is it an effect that you use to display a texture? If so, it most probably won't work without glitches. The emitters are not good with being chained to stuff.
Did you make sure to disable physics of the "effect mesh"? Or is it an effect that you use to display a texture? If so, it most probably won't work without glitches. The emitters are not good with being chained to stuff.
Re: network info and effects..
Senshi wrote:Did you make sure to disable physics of the "effect mesh"? Or is it an effect that you use to display a texture? If so, it most probably won't work without glitches. The emitters are not good with being chained to stuff.
I thought you might have solved it! but have tried several setups including all disabled and the problem is the same or worse. each number is an objectspawner rather than normal damage effect so I think that is causing the issue :/
I really need an alternative solution if this mechanism wont work well in multiplay.. and ideas?
- Apache Thunder
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Re: network info and effects..
Have you tried addtemplating the objects directly and making them PCOs? (making sure that they have their own armor turned on and separate hitpoints) I had successfully gotten destructible child objects to work in BF1942. The main limitation is you can't make anything that is player controlled destructible. For example, you can't put firearms or engines on a destructible child object. I think you can make rotational bundles destructible so long as they don't have any child objects that fall into the above mentioned criteria. I have not tried making destructible springs. It would be interesting if that worked. Shoot the tires of a vehicle and perhaps it would cause the vehicle to lose control?
The destructible child objects must also be PCOs if you want them to work in multiplayer. You would then need to prevent the player(s) from trying to "switch" to the new PCOs as the game will regard them as seat positions normally. I have done this with the BF2142 Titan object that I had ported to my DCU mod. All the forcefields are destructible child objects.
Also note that destructible child objects will not respond to explosions. So a projectile must hit the object directly. That and the child object will take damage and will NOT pass that damage on to the host vehicle. So you can make destructible armor plates through this method and the player can shoot them off without damaging the host vehicle (so long as it's not an explosion that is doing the damage).
The destructible child objects must also be PCOs if you want them to work in multiplayer. You would then need to prevent the player(s) from trying to "switch" to the new PCOs as the game will regard them as seat positions normally. I have done this with the BF2142 Titan object that I had ported to my DCU mod. All the forcefields are destructible child objects.

Also note that destructible child objects will not respond to explosions. So a projectile must hit the object directly. That and the child object will take damage and will NOT pass that damage on to the host vehicle. So you can make destructible armor plates through this method and the player can shoot them off without damaging the host vehicle (so long as it's not an explosion that is doing the damage).



I have cameras in your head!