FPS Private Multiplayer
Runs the first-person match as a private online game: a 60 Hz server simulation, client prediction and reconciliation, bounded hit rewind, reconnect tokens and bots that fill empty seats.
FPS Private Multiplayer (fps.network) #
What it is for #
Runs the first-person match as a private online game: a 60 Hz server simulation, client prediction and reconciliation, bounded hit rewind, reconnect tokens and bots that fill empty seats.
It needs fps.armory, net.transport, game.engine; installing it brings them in.
Turn it on #
Install the kit in a project, then change a setting (the values shown are its defaults):
gripforge_gamekit_install { project_id: "gkp_…", id: "fps.network" }
gripforge_gamekit_configure { project_id: "gkp_…", id: "fps.network",
config: { "endpoint": "ws://127.0.0.1:5174/fpsnet", "room": "RELAY" } }
First example #
The kit has no dedicated test yet; this installs it and sets two of its settings to their defaults.
gripforge_gamekit_install { project_id: "gkp_…", id: "fps.network" }
gripforge_gamekit_configure { project_id: "gkp_…", id: "fps.network",
config: { "endpoint": "ws://127.0.0.1:5174/fpsnet", "room": "RELAY" } }
Settings and defaults #
Descriptions come from the kit manifest and stay in English.
| Setting | Type | Default | Range or values | Meaning |
|---|---|---|---|---|
endpoint | string | "ws://127.0.0.1:5174/fpsnet" | ||
room | string | "RELAY" | ||
rejoinSeconds | number | 90 | 10–300 |
Services, events, variables #
- Service
fps.network: connect(options) returns the authoritative FPS client driver.
Hooks and modding #
This kit declares no hook and no collection to mod.
Engines #
Declared targets: web. gripforge kit api fps.network lists the exact settings and services of your version.
Versions #
Kit version 1.2.0.