![]() ![]() If you looked closely enough at another player (a player who sees you in third person) and then at your own animations, you might be able to identify the oddities, but by and large this would go entirely unnoticed.Įnter H1Z1 with the ability to change between first and third person camera at any moment, and suddenly this becomes a really big deal. So when a lot of our code played animations in first person and not in third or vice-versa, the player would never know. In PlanetSide2, the player never saw their own character in third person (with a few exceptions, such as the death cam). ![]() Because we need this for H1Z1, initially, our first and third person actors simply did not stay in sync and sometimes did not animate the same at all. ![]() One of the things about H1Z1 that PlanetSide 2 never dealt with was switching between first and third person. We’re building H1Z1 on the ForgeLight engine, which is the same engine used for PlanetSide 2. For this Dev blog, I’ll be talking about one particularly unique responsibility of your own local Proxied Character – making sure the local character’s first person and third person actors stay in sync. The Proxied Character has to receive information from the server and then control and command the Actor so that what you see on your screen is exactly what everybody else sees. The Proxied Character acts kind of like a marionette handle where the Actor (or collection of Actors in some cases) that it controls are the puppet. So instead, today I’ll be writing about the changes we’ve made to what we call the Proxied Character.Įssentially, the Proxied Character is the client’s representation of objects that are controlled by the server and replicated to the clients. While the large chunk of my work is done in our tools, tools are really difficult to talk about in an exciting and interesting way. Welcome to another installment of “SOE Devs talk about the nerdy things we do.” I’m Timothy Lochner, tool and game systems programmer for H1Z1. ![]()
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