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FPSGameplay.tscript
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64 lines (48 loc) · 1.89 KB
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// The general flow of a gane - server's creation, loading and hosting clients, and then destruction is as follows:
// First, a client will always create a server in the event that they want to host a single player
// game. Torque3D treats even single player connections as a soft multiplayer game, with some stuff
// in the networking short-circuited to sidestep around lag and packet transmission times.
// initServer() is called, loading the default server scripts.
// After that, if this is a dedicated server session, initDedicated() is called, otherwise initClient is called
// to prep a playable client session.
// When a local game is started - a listen server - via calling StartGame() a server is created and then the client is
// connected to it via createAndConnectToLocalServer().
function FPSGameplay::onCreate( %this )
{
}
function FPSGameplay::onDestroy( %this )
{
}
function FPSGameplay::initServer(%this)
{
//server scripts
%this.queueExec("./scripts/server/camera");
%this.queueExec("./scripts/server/chat");
%this.queueExec("./scripts/server/commands");
%this.queueExec("./scripts/server/projectile");
%this.queueExec("./scripts/server/radiusDamage");
%this.queueExec("./scripts/server/shapeBase");
%this.queueExec("./scripts/server/spawn");
%this.queueExec("./scripts/shared/deathMatchGame");
}
function FPSGameplay::onCreateGameServer(%this)
{
}
function FPSGameplay::onDestroyGameServer(%this)
{
}
function FPSGameplay::initClient(%this)
{
%this.queueExec("./scripts/client/gameProfiles");
%this.queueExec("./scripts/client/inputCommands");
//keybind scripts
%this.queueExec("./scripts/client/defaultkeybinds");
%this.queueExec("./scripts/client/client");
%this.queueExec("./scripts/shared/deathMatchGame");
}
function FPSGameplay::onCreateClientConnection(%this)
{
}
function FPSGameplay::onDestroyClientConnection(%this)
{
}