Advanced communication tools
Though it may seem, teamspeak, discord and ventrillo are the only
communication tools to be used, there can be also integrated in to
the game. Examples are tactical overlay communication, whisper
radio frequency and advance mods. A lot of radio transmissions can be
heard by enemy players. This means a lot of transmissions can be used
for counter strategy. A good way to avoid been heard is using the
stealth radio frequency. Standard communications tool is, for example,
the /mute command. An example of an advanced communication tool, is
therefore the /rally radio command, which limits the proximity to a
specific guard point the map, if it's a first person shooter, or a garage
node, if It's a racing game.
void radio_command(std::string command)
{
if (coomand == "clear")
{
clear_radar();
}
}
Advanced communication tools are a personal game development
preference, which means they are varying and of variety. If you want
to use them on your game, experiment with map and radio commands. It
is important to remember, that in highly competitive games, enemy
players can track, trail and trace other enemies', including yours, radio
activity, even though that sounds impossible. Multiplayer game players
actually do that.
void trace()
{
call_cheat_throw(1);
}
This is to prevent cheating.
if (coomand == "trace")
{
trace();
inform_clan_command("trace");
}
if (coomand == "team")
{
call_team();
}
if (command == "valve")
{
clear_pipeline_audio_radio_memory();
}
Static mesh is a data compound of a three dimensional object in time and space. To render one, it takes a one big storage file that contains all the data about the object. That data has to be stored on a disk drive. The really tricky meshes to render are the flying ones. It's a completely different air pressure. The data gets written to a game memory log, it's a massive multiplayer online game, otherwise in the cloud, like Steam. To render one, the data from the level and monster data files to the monitor handling chip. Monitor handling chips vary based on personal computers, lap tops, operating system, processor and graphics car. Before a three dimensional object can be rendered it has to be fixed on memory, either random access memory or the disk drive recovery point. A three dimensional object data can take quite a large amount of memory, especially those used multiple times. Steam Cloud has it's own of handling data, so that it is persistent. A level is made of static m...
Comments
Post a Comment