But now i have sorted out Rush Team in multiplayer with photon cloud.
For the moment only one mode are available “Free For All” , 2 Maps “City Zone” and “Underground”
3 weapons “1911 pistol” , “Grenade Frag” and “MP5 as rifle”.
Some preview of the game :
Login:
Lobby:
Map City Zone:
Map Undertground:
Game Preview
Video Map Preview:
2 New video:
Game play of City Zone in multiplayer:
Game play of Underground in multiplayer:
If you want try it just come at my website http://www.asrprogs.net/ , create an account and have fun
This is looking great I also looked at your zombie game- nice! That post led me to “3D world studio”, do you still use that software? Looks exactly like the Hammer World Editor (TF2/Counterstrike/Half Life), neat! Sure would be nice if all that building could be done right in Unity…save so much time and trouble…
Keep up the great work, I’ll be trying out the web game ASAP
Roka Hi, I would like to form a duo with you, I do not know if you want, but we could work together to get higher quality in a game, if you want some information about me so below:
Modeler, Texturizer, Map Designer
1 year and a half of experience.
At the moment i have too much work in my real life , so i work on rush team the evening and week end , so it’s hard to work with someone at the moment. But thank you for your offer i will reflect on that
Listen the sound as well my friends you can easily find all enemy if you listen the footstep
Been following this project from the start and really love what you guys have been doing. My only problem is that the game isn’t very authorative… Ie. I had 4000 rounds in my clip.
I have see that in game with you later but remember that on every game (same big game) it’s really easy to do that , cheat protection or not.
I have one idea about that and i think i can protect that without any cheat protector.
On the map Underground it’s possible , this map is not made by me and maybe this user have used valve texture (i have sent an email to him for asking)
Fortunately I caught you at the right time. Okay, here’s how it goes.
The ammo (Rounds) are stored on the CLIENT. Because of this, the memory is owned by the client and therefore the client can do what it want with the memory. Be it edit it, make it unlimited… so on.
The way to get around this is to store the ammo on the server. When a player connects, create a instance of this class and keep it as a child to the player:
public class PlayerAmmo {
public int playerAmmoPistol = 60; // This can easily be calculated into clips on the client side (eg. 10 rounds per clip = 6 clips and so on
public string playerName; // Optional
}
Every time the player wants to shoot, you need to send an RPC to the server saying to execute the shoot function. This can then check if the player actually has ammo or not and can perform as with that result.
Basically, you need to make your game so the client can do anything they want client sided HOWEVER, it will not happen on the server.
Yeah now that i look at it full screen i clearly saw decals made by valve and alot of the texture. seems as though who ever made the map used source sdk then exported it out to a fbx or obj with the textures still on.
Edit: Also some of the footsteps sound exactly the same from valve.
Yep it’s a good idea but at the moment i use photon cloud so i can’t do something servers side , i need to setup the mine.
but i have some idea to prevent that in client side