sektor2111 wrote:SzGergo wrote:It seem sthat movers in UT are cancerous.
They simply move siginificantly faster on client side. I have no idea what sort of shit this is, but that is the case.
There is a mover that supposed to move from A to B (dragging along all the crap in my skybox, so one will have this nice illusion the arena is moving...)
It should cover its course in 360 secs. And it does exactly that on the server. nicely
However, on thel client, it is about double as fast.
....
Higor recommended some script for movers outside of XC_Engine and I wrote somewhere a server-actor changing MoveTime accordingly for a better net sync. I think code can be Mylevel-ed in whatever Mover child called SZ_Mover and you might try to figure what's the deal. Else... your map might work in polished servers but... not recommended in plain UT servers.
thanx... too bad for me i never tried any scripting.
Anyways, rotating mover isn't working correctly so far. Leavng everything default, it spins gazillion times faster on cient. weird.
What i want is so simple i cant beleive there is nos simple soultion for this.
I want a rotating mover, and a shitton of deco attached to it. I would like to have them work totally independently on client and server. They don't even need to be synchronized at all. My only wish they should spin with all their attachement on both sides... and with similar speed.
Is this too much to ask from the game ?
And i cant figure it out. If i set the mover DumbProxy or None, it won't even rotate on client side. Or it will be update in like every ten secs, so the movement will turn into something like turning the pages in a comic book...
madness...