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Changing Default Character Spawn?

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naf456
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Changing Default Character Spawn?

Postby naf456 » 20.03.2012, 01:20

hello.
Been at CryENGINE for about a months and a half now. Still Have got no where X(

I was just wondering what was calling the player to respawn, and really what was handling the GameState in general, is it GameRules? Cos, I can't see anything useful in there.

I want to disable respawn so I can direct the user to an end of race screen.

Also, still wondering whether to make Vehicles as actors or as Vehicles with Camera's attached to them.
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Ruan
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Re: Changing Default Character Spawn?

Postby Ruan » 20.03.2012, 01:41

For your first question, yes, the game rules control player spawning.
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Re: Changing Default Character Spawn?

Postby naf456 » 20.03.2012, 14:40

Hmm...Cool. I'll have to double check it.


And It would also be very helpful to learn what the iSystem Interface is, what the GameFramework is- i belive this is all the header files in CryCommon?
And What is iGame for? interface for what?

And What are the m_ prefixes on some of the pointers, and what the Hell is a 'nan' Check.
also Why to function instances have a call block - ie
GetSomevalue(5,0)
{
// Code Block
}

Don't quite get it.

And Also what is scope initailizers doing outside Classes? ie

class foo
{
Public:
private:
etc:
}

void foo::init
{
do something....
}

also is there a reference to see about al the defined method names, ie "::init" - I belive that is called automatically by a system within cryengine? And ::Release?
Is there a list of these names?

And also, How can function reside in functions? I mean:
g_pGame->GetWeaponSystem()->GetTracerManager().Reset();

Surely that's not possible? yet it is.

and also, like a clear definition of the Prefixes. what is meant by the "g_" on "g_pGame"?

Some is to do with C++, I know - I'm still getting use to it.
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Re: Changing Default Character Spawn?

Postby Jack Hammersmith » 20.03.2012, 18:37

"g_" means global, for further reference take a look at the "Hungarian notation standards".
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Re: Changing Default Character Spawn?

Postby Ruan » 20.03.2012, 18:40

m_ denotes a member variable. A NaN (not a number) check validates a given number to avoid errors.

Functions don't reside in functions. Your example uses the global game pointer (g_ means global btw) to get the weapon system, and then in turn get the tracer manager. The function calls are made on the preceding returned object.
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Re: Changing Default Character Spawn?

Postby VengenceBot » 20.03.2012, 20:25

Jack Hammersmith wrote:"g_" means global, for further reference take a look at the "Hungarian notation standards".



I thought G meant game.. off topic.. but how come some console options work in MP and others dont.. I heard theres a default "High" setting regardless.. but I have dead AI stay visible and MP looks like the movie "Gamer" Kibbles n Bits!


 
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