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Englisch Diary Tags in Multiplayer?

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verschoben Diary Tags in Multiplayer?

DragonheartIII
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I downloaded a custom map for me and my friend and edited her. I added many diary entries and placed to spawnpoints for player and set the map to "Multiplayer Map". If one of us hosts a server, only the host gets the diary entries.

LG Dragonheart

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DC
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Are you talking about Stranded II?
It has no official multiplayer support so I wonder what exactly you're talking about.

btw: I moved this from the German "Stranded II General" section to here. Please make sure to create threads in the right forum section and language.

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DragonheartIII
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Okay :D, I am german, but I wanted to write in english (Didn't know, that Unreal Software is German ^^)

And yes, I am talking about Stranded II
I am talking about the oracle file Multiplayer. It is very easy to handle and I created maps with the editor. I don't know, if you know this multiplayer correctly, but I think the whole map and all interactions are syncroniced, but the "Infos", which are an essential part of scripting (diaries of course) are not syncronised, such as the "freshwater area".
Hopefully you know the mod and you can help me
LG lenin

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ModJuicer
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Yes. It tends to be the problem with stranded II multiplayer. It would take a bit of rewriting to fix this issue. The main fix would be finding a way to do it without a diary entry. I've only run into the problem in the global script (think on:start) because they are the only one i tried. Maybe you could find another way to do things without codes. It appears that the multiplayer game doesnt import codes. Scripting only works for 1 player. I'll try to do some more research on the game. Good luck. P.s. are you using my version of the game, s2 enhanced?

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DragonheartIII
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Hi,

thank you for the quick awnser. I don't use "your" version of the game. It is just the Multiplayer version from oracle. Which things are diffrent to the enhanced ? And yes I tried the scripts as global script with (for example: on:start {diary ...}) and as timer or area trigger like (on:trigger {diary ...}, but in both cases it just works in the hosts game, but the multiplayer game is still syncronized. But I noticed, that all Informations like (Area Trigger, Timer Trigger, Freshwater area) are all not working, bec the host can drink the freshwater and in the game of the person, who joined it is salt water. I am going to try it out a little bit.
LG Lenin

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ModJuicer
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If the infos dont work that is definately not good. I suggest not using anything code related until someone gets to the bottom of this.

P.s. the stranded ii enhanced version is the same but with better graphics

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ModJuicer
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user Jawohl: He asked, I answered.
user DragonheartIII hat geschrieben
Which things are diffrent to the enhanced ?

so i told him:
Zitat
P.s. the stranded ii enhanced version is the same but with better graphics

or if you are referring to my comment:
Zitat
P.s. are you using my version of the game, s2 enhanced?
I was simply curious, as sII Enhanced has gotten the largest amount of downloads out of any SII Enhanced platform, and right after it was uploaded there is a question about the multiplayer platform and multiplayer hasn't been mentioned in a looong time. I guess it was just a coincidence.

p.s. contact me on pm if you have probs with me. nobody likes online fights. They just waste everyone else's time.

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Jawohl
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You are the one wasting everyone's time with pointless posts, and shameless self promotion which, are not permitted rules here.

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JasJack67
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If i'm not oblivious to what you mean...can't you just send your partner the .inf file/files containing your edits? He can just replace the file/files in his folder with your copy?

Then when he drinks he has the same info you do? idk.

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ModJuicer
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user JasJack67: Hmm.. Inf. files like the main code that runs the game? like units.inf or game.inf? If you mean editing the main game or something then no.. If you mean whatever file the save is on then what is an inf. doing there? I'm confused. Its just supposed to be a save file.
I am thinking that if I can find where the map is maybe I can copy it and send it to whoever uses the map (my friends) and it may work with the game code because the code is already on the map when it is physically transported. It appears that when the multiplayer system exports your map it only exports the positions of objects and the heightmap.

user Jawohl:
Zitat
You are the one wasting everyone's time with pointless posts, and shameless self promotion which, are not permitted rules here.

If that's the case, CONTACT ME ON PM ABOUT IT!

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JasJack67
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yeah i don't know much about how files are packeted and sent across the internet. I was thinking in the lines of a "patch" that the other player would have to add to their game files to fix the receiving data.

Like if the host has the map with the data and the other player was given that physical map file data too, if the patch loads the data when he connect, he would have the same map data.?

If i make a map and it has a freshwater area, and i give that map to you, and you put it in your file and load it in your game, you would have the same fresh water area? no?

Maybe that won't work though cuz if you use all the water in the bucket the data doesn't transfer back to the host to say his bucket is empty too? is that the real problem? Maybe adding a infinite timer to the map that checks global variables in the host data, and applies any changes to the receivers global variables, would work?
1× editiert, zuletzt 26.06.19 20:04:10

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ModJuicer
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Zitat
Like if the host has the map with the data and the other player was given that physical map file data too, if the patch loads the data when he connect, he would have the same map data.?
that was kind of what I was thinking. I believe that the maps are just in the maps folder because I can't find any other folder that would hold them. The computer I am using won't run stranded II so I don't know for sure but I think that's it.

Zitat
Maybe adding a infinite timer to the map that checks global variables in the host data, and applies any changes to the receivers global variables, would work?
That sounds a bit too inefficient and would probably be even more work than just fixing the game, I believe.
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