Hi!
I'm having a problem changing actor names. I want the actor name to change for all connected to the server. If I use the plug-in command "NET sync" for the name input scene, it forces the entire server to enter the name input scene. Is it possible for one player to change an actor name, and then for everyone to register it?
I'm trying to create a system of assigning names to things. Im using the name input scene to set the name of actor 3, and the name of actor 3 is then stored in a variable within an event - so the event now is assigned a unqiue name. If i use NET sync for the line that sets the variable to actor 3, only the one who has changed the name of actor 3 recieves the information, and everyone pulls the information from THEIR actor 3, which for them is yet to be named.
So, the basic problem is to have a name input scene that affects the Actor 3 for all on the server.
If anyone could help me with this it'd be much appreciated. But I also understand if support for this plugin has been discontinued.
MZ - Alpha NET Z. Multiplayer plugin [Update 0.8 + ABS]
● ARCHIVED · READ-ONLY
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Hello, I'm just wondering whether the capability to have say two players controlling 2 different parties or each controlling multiple members of the party possible?
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Hello, I'm just wondering whether the capability to have say two players controlling 2 different parties or each controlling multiple members of the party possible?
No, right now is one character per one player. Also same character (Actor ID) is not possbile for different players. -
Hello, I am trying to use this plugin with the JABS plugin by Jragyn, but I keep getting the error "GetObserverDataForNetwork" when attempting to use a basic attack. I have added everything that was in the demo project.
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Hello, I am trying to use this plugin with the JABS plugin by Jragyn, but I keep getting the error "GetObserverDataForNetwork" when attempting to use a basic attack. I have added everything that was in the demo project.
Unfortunatelly, Alpha NET Z not compatible with JABS from box.
Alpha NET Z have compatibility with Alpha ABS Z plugin.
Also, Alpha NET Z have special methods (I mention them in Wiki) that allows make compatibility with any plugin don't editing Alpha NET Z code itself. So, author of JABS can make compatibility. -
Hello sir. I have your plugin. I am creating a multiplayer PVP game. Is it possible to keep track of the number of wins a player has after the game has closed? For the purposes of unlocking cosmetics in the menu before the game, based on the number of wins you have?
One more question if I may. Is it possible to start a single player game and use a script call in game to start a multiplayer match? Or does Network have to be chosen from the main menu?
Thank you, I appreciate your work. Take care -
First off, I am not aware of anything in the plugin that can track that information across sessions. What I would suggest is to create a plugin to go with this one which clones the default configuration function, adds variables to ConfigManager, replaces the configuration function and calls the cloned function to create the base configuration before appending the variables for multiplayer stats.Hello sir. I have your plugin. I am creating a multiplayer PVP game. Is it possible to keep track of the number of wins a player has after the game has closed? For the purposes of unlocking cosmetics in the menu before the game, based on the number of wins you have?
One more question if I may. Is it possible to start a single player game and use a script call in game to start a multiplayer match? Or does Network have to be chosen from the main menu?
Thank you, I appreciate your work. Take care
As for moving from single player to multiplayer during gameplay (like if you want to create an arena minigame for example) there is in fact a script call for this. I don't have time to look it up, but it should be somewhere in the documentation. -
Unfortunately, I am not well versed in plugin creation. Do you know of any plugin that exists that would accomplish this? I'm not sure what to search for.First off, I am not aware of anything in the plugin that can track that information across sessions. What I would suggest is to create a plugin to go with this one which clones the default configuration function, adds variables to ConfigManager, replaces the configuration function and calls the cloned function to create the base configuration before appending the variables for multiplayer stats.
As for moving from single player to multiplayer during gameplay (like if you want to create an arena minigame for example) there is in fact a script call for this. I don't have time to look it up, but it should be somewhere in the documentation.
I have tried opening the documentation to find the script call references but the page never loads for me :( -
Not sure about existing plugins, to be honest with you. However, I finally got a chance to look up the script call for you:Unfortunately, I am not well versed in plugin creation. Do you know of any plugin that exists that would accomplish this? I'm not sure what to search for.
I have tried opening the documentation to find the script call references but the page never loads for me :(
JavaScript:nAPI.startNetworkGameScene(); -
Is this compatible with MV3D ? When I use this project by itself it works flawless. When I combine it with mv3d, the players are not able to see each other. All other actions work, npc's move the same way on both screens, but the players cannot see each other. Any fix for this or is there a setting i'm missing?
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MV3D changes how maps are drawn in order to determine what parts need to be rendered in 3D, so I would assume that the plugin would have to overwrite a significant number of functions in order to do so. And I'm guessing that AlphaNet Z is expecting the default rendering behavior in order to determine where each player's sprite needs to be drawn, and that enough of a difference exists between the default functions and the overrides to be causing the compatibility issues that you mentioned. And unfortunately, it would not be an easy fix.Is this compatible with MV3D ? When I use this project by itself it works flawless. When I combine it with mv3d, the players are not able to see each other. All other actions work, npc's move the same way on both screens, but the players cannot see each other. Any fix for this or is there a setting i'm missing?
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Hi, is it possible to use this plugin to make a game like an MMORPG? even if it is up to 4 players.
My interest is that the player does his game and all but during his adventure he can see, if connected, his friends in "ghost mode". Like Diablo 4 for example. Thank you. -
Where in the WIKI is this stated? For example I want to implement Alpha Net Z on QABSUnfortunatelly, Alpha NET Z not compatible with JABS from box.
Alpha NET Z have compatibility with Alpha ABS Z plugin.
Also, Alpha NET Z have special methods (I mention them in Wiki) that allows make compatibility with any plugin don't editing Alpha NET Z code itself. So, author of JABS can make compatibility. -
Is this compatible with MV3D ? When I use this project by itself it works flawless. When I combine it with mv3d, the players are not able to see each other. All other actions work, npc's move the same way on both screens, but the players cannot see each other. Any fix for this or is there a setting i'm missing?
Alpha NET Z version 0.8.3 is compatible with MZ3D
Hi, is it possible to use this plugin to make a game like an MMORPG? even if it is up to 4 players.
My interest is that the player does his game and all but during his adventure he can see, if connected, his friends in "ghost mode". Like Diablo 4 for example. Thank you.
No, this plugin is not MMO. Not have any database.
Where in the WIKI is this stated? For example I want to implement Alpha Net Z on QABS
Here:
https://github.com/KageDesu/Alpha-N...mands-to-server-in-code-for-plugin-developers
I made whole compatibility with Alpha ABS Z only using sendCustomCommand and onCustomCommand methods. -
@Pheonix KageDesu
Hi Kage! I apologize if this has bee answered before, but I keep finding conflicting information on this and I would like to get it straight from you if you would be so kind.
I have your paid version of the Alpha Net Z. In your description of the Plugin, it says it does not support MMO games. I'm curious, about how many players does this plugin support? I do not have many friends with computers that can help me test this out.
Is it based on the server I choose? Is there a cap? Is so, how many? Any information you have on this would be greatly appreciated. Thank you! -
Not Kage, but someone who has used this plug-in a lot. There's not really a player cap (The upper limit is 2000 players in MZ I believe, 999 in MV, allowed as many players as there are actor slots), but its not recommended to do a ton of players. The reason it's "not designed for MMOs" is because of how the plugin is designed. For one thing, every player needs to choose a separate "Actor ID" when joining the server, so if were a ton of players they'd have to scroll past a ton of already selected actor IDs for the server to pick a spare one. If you have too many players, there is an INCREDIBLY high chance for desync between players. It can get so bad you'll see some players with weaker internet connections and high ping literally do stuff they did minutes ago on your side. From my testing, once you start getting over roughly 14 players, the chances of this happening increase a lot (and that's under ideal conditions, like the game isn't busy with a lot of synching elements, everyone has good connections, etc. Everything sent over makes the line busier and can increase chance of desync if too much going on, and player movement/actions contribute to this). Lots of the plugin commands are designed more for a smaller group of players to be playing a game together.@Pheonix KageDesu
Hi Kage! I apologize if this has bee answered before, but I keep finding conflicting information on this and I would like to get it straight from you if you would be so kind.
I have your paid version of the Alpha Net Z. In your description of the Plugin, it says it does not support MMO games. I'm curious, about how many players does this plugin support? I do not have many friends with computers that can help me test this out.
Is it based on the server I choose? Is there a cap? Is so, how many? Any information you have on this would be greatly appreciated. Thank you!
It's not that in theory you can't try to do an MMO, there's not a literal cap preventing you from doing so, but its just the plugin is not designed with MMO stuff in mind. That's a whole other can of worms with a lot of other challenges beyond this plugins scope. You can try to do it, but the likely outcome is you'll run into a lot of desync between players and other issues on that path. -
Had a quick question on plugin compatibility when it comes to combat plugins. specifically the Myth combat card game plug in. I'm not sure if I'm using the api commands right or if the chances of compatibility is just low
the issue i run into is that the second player to enter battle does not receive their cards nor can they take any action it just soft locks the fight. i believe it has to do with data between the two members but I'm not sure