Scrapped the original implementation and implemented a new host-player-centric mode.
The host player will now command the unlock (CoopSampoUnlock) of the sampo/mcguffin/salt when all players are simultaneously within a 200 unit radius of it. This command will be periodically sent so that in case of a disconnect or other network event, a returning player will still receive it.
The CoopSampoUnlock message sent to clients will also double as a query; clients who have picked the sampo will re-send their pickup state if they have picked it up.
Similarly, once all players have picked the sampo, the host player will broadcast a CoopBossFightStart message which actually begins the fight. Similarly, this will be periodically sent to make sure everyone gets it.
Finally, implemented a vfx particle 'aura' around the sampo to clearly indicate how close players need to be to activate it. With a little bonus transition effect once the sampo is unlocked :)
The long-awaited kolmi fight trigger rework!
Scrapped the original implementation and implemented a new host-player-centric mode.
The host player will now command the unlock (CoopSampoUnlock) of the sampo/mcguffin/salt when all players are simultaneously within a 200 unit radius of it. This command will be periodically sent so that in case of a disconnect or other network event, a returning player will still receive it.
The CoopSampoUnlock message sent to clients will also double as a query; clients who have picked the sampo will re-send their pickup state if they have picked it up.
Similarly, once all players have picked the sampo, the host player will broadcast a CoopBossFightStart message which actually begins the fight. Similarly, this will be periodically sent to make sure everyone gets it.
Finally, implemented a vfx particle 'aura' around the sampo to clearly indicate how close players need to be to activate it. With a little bonus transition effect once the sampo is unlocked :)