Geocore/Core Decision
Posted: Mon Mar 24, 2008 12:12 pm
Does anyone here think they can work with this? We have working single player movement but we need to have it work with the netcode. It's C#, I am not a programmer, and anyone that wants to try to help with this project is needed. I have the models, sounds, textures, plans, etc. I am a dedicated skilled artist. All we need is a dedicated skilled programmer to fix the network portion and attach some weapons and the Geocore multiplayer beta would be real.
Here is a bit:
//Core Decision Player
#region Using directives
using System;
using ScriptingSystem;
using System.ComponentModel;
#endregion
[Browsable(true)]
public class CoreDecisionPlayer : MActor
{
/// -----------------------------------------------
/// PRECACHING & STATIC DATA VALUES
/// -----------------------------------------------
public static string ClassName = \"CoreDecisionPlayer\";
private static bool HasCached = false;
public static void Precache() { HasCached = MPrecacher.Precache(ClassName, HasCached); }
///
static private MModel StaticModel = MPrecacher.PrecacheModel(ClassName, \"hellfire.xml\");
/// -----------------------------------------------
/// -----------------------------------------------
///
private float m_WalkSpeed = 25.0f;
[Description(\"The speed at which the CoreDecisionPlayer walks, in meters per second.\")]
public float WalkSpeed
{
get { return m_WalkSpeed; }
set { m_WalkSpeed = value; }
}
private float TransDrag = 4f; // Translational Drag Coefficient (to be multiplied with a translational velocity axis value)
private float TransAccel = 160f; // Translational Acceleration
private float RotDrag = 4f; // Rotational Drag Coefficient (to be multiplied a rotational velocity axis value)
private float RotAccel = 320f; // why doesn't this work as a public property?
// [Description(\"The max rate at which the speed of CoreDecisionPlayer increases (per axis), in degrees per second per second.\")]
// public float RotAccel
// {
// get { return m_RotAccel; }
// set { m_RotAccel = value; }
// }
private float RotVel = 120f; // why doesn't this work as a public property?
// [Description(\"The max speed at which the CoreDecisionPlayer turns (per axis), in degrees per second.\")]
// public float RotVel
// {
// get { return m_RotVel; }
// set { m_RotVel = value; }
// }
Here is a bit:
//Core Decision Player
#region Using directives
using System;
using ScriptingSystem;
using System.ComponentModel;
#endregion
[Browsable(true)]
public class CoreDecisionPlayer : MActor
{
/// -----------------------------------------------
/// PRECACHING & STATIC DATA VALUES
/// -----------------------------------------------
public static string ClassName = \"CoreDecisionPlayer\";
private static bool HasCached = false;
public static void Precache() { HasCached = MPrecacher.Precache(ClassName, HasCached); }
///
static private MModel StaticModel = MPrecacher.PrecacheModel(ClassName, \"hellfire.xml\");
/// -----------------------------------------------
/// -----------------------------------------------
///
private float m_WalkSpeed = 25.0f;
[Description(\"The speed at which the CoreDecisionPlayer walks, in meters per second.\")]
public float WalkSpeed
{
get { return m_WalkSpeed; }
set { m_WalkSpeed = value; }
}
private float TransDrag = 4f; // Translational Drag Coefficient (to be multiplied with a translational velocity axis value)
private float TransAccel = 160f; // Translational Acceleration
private float RotDrag = 4f; // Rotational Drag Coefficient (to be multiplied a rotational velocity axis value)
private float RotAccel = 320f; // why doesn't this work as a public property?
// [Description(\"The max rate at which the speed of CoreDecisionPlayer increases (per axis), in degrees per second per second.\")]
// public float RotAccel
// {
// get { return m_RotAccel; }
// set { m_RotAccel = value; }
// }
private float RotVel = 120f; // why doesn't this work as a public property?
// [Description(\"The max speed at which the CoreDecisionPlayer turns (per axis), in degrees per second.\")]
// public float RotVel
// {
// get { return m_RotVel; }
// set { m_RotVel = value; }
// }