Quote:
Originally Posted by Sean
A Trigger Crate, when hit, affects the trigger scenery for all players, including the host (which of course means that all players joining the server thereafter continue to be affected by the trigger)
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This is basically true, but it's worth noting that in JJ2+ you can prevent joiners from receiving host's trigger setting by placing a Special Trigger Zone. Read section 13. of Plus readme to learn more.
Quote:
Originally Posted by Sean
My guess is that the server sends information about what blocks have been destroyed, the client misses it due to packet loss, then the server stops sending information, leaving blocks available to the client.
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Just like you, I can only guess, but I don't think the server sends any information about scenery blocks at all. I suppose it only sends information about ammo being launched at some position. However, bullet speed is different locally and globally (you can sometimes notice this in turrets - locally your ammo travels with the fastest velocity possible, but the server and therefore other clients see it travelling with default velocity), which causes different destruct scenery blocks to be hit locally and globally.
Quote:
Originally Posted by Sean
MCE Events and other generated objects have their presence announced to the clients by the server, and are probably treated like any other object.
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However, you should still keep in mind that any container-type object (including power ups and shields) can be destroyed locally and clients nor the server don't send information about such objects getting destroyed. It's just what they "think" happened, because they see a bullet hitting a power up. They don't have to realize that, client-side, the power up is 500 tiles further from its original position thanks to local triggers.
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I am an official JJ2+ programmer and this has been an official JJ2+ statement.
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