CABLE

JACK IN. LOAD UP. TAKE CONTROL.

In the neon-drenched arenas of the future, only the fastest and most precise net-runners survive. CABLE is a high-octane multiplayer FPS where your skill is the ultimate currency.

// KNOW MORE

SYSTEM_FEATURES

// The core components of your combat suite.

Hyper-Sync Combat

Seamless, low-latency multiplayer action powered by Photon's quantum-entangled servers.

Modular Arenas

Battle across shifting digital landscapes, from rain-slicked rooftops to glitched-out data vaults.

Customizable RIGS

Forge your identity with custom callsigns and selectable chassis to stand out in the battlefield.

Encrypted Comms

Coordinate your squad with a secure, real-time chat link. Plan your attack, celebrate your frags.

Hot-Swap Hardware

Adapt your loadout on the fly. Pick up and interface with a deadly arsenal of firearms.

Network Hub

A streamlined lobby system to find your crew, create private rooms, and launch into the action.

OPERATOR_MANUAL

// INITIALIZATION

Launch `CABLE.exe`. The primary interface will connect you to the Grid. Set your callsign in the designated field. From the server browser, select an open combat simulation or create your own private room.

// I/O CONTROLS

  • LOCOMOTION: W, A, S, D
  • AIM: MOUSE_INPUT
  • FIRE_WEAPON: MOUSE_BTN_1
  • CHAT_INTERFACE: ENTER/RETURN

// COMBAT_PROTOCOL

Objective: De-rez opposing operators. Your structural integrity (health) is monitored on your HUD. System failure (health at 0) results in a temporary de-rez, followed by a reboot at a random grid coordinate. Your starting hardware is basic; superior hardware must be acquired on-site.

DEV_CONSOLE

// CORE_MODULES

System architecture is modular for efficient debugging and expansion.

  • LobbyManager: Manages Photon server handshake, room instantiation, and player identity (`NickName`).
  • WeaponManager: Syncs weapon state across the network using `RPC_EquipWeapon`.
  • Shooting: Handles client-side raycasting and triggers network-wide VFX via `RPC_PlayMuzzleFlash`.

// WEAPON_SYNC_LOGIC

Weapon equipping is broadcast to all clients to ensure visual consistency. The master client's state is law.


[PunRPC]
void RPC_EquipWeapon(string weaponName)
{
    if (currentWeapon != null) { Destroy(currentWeapon); }
    GameObject newWeapon = Instantiate(Resources.Load<GameObject>(weaponName), weaponHolder.position, weaponHolder.rotation);
    newWeapon.transform.SetParent(weaponHolder);
    currentWeapon = newWeapon;
}
                            

// VFX_BROADCAST

Visual effects like muzzle flash are triggered via an `All` RPC call. This is efficient as it doesn't require constant state synchronization, only a one-time event broadcast.


void Shoot()
{
    // ...
    photonView.RPC("RPC_PlayMuzzleFlash", RpcTarget.All);
    // ...
}

[PunRPC]
void RPC_PlayMuzzleFlash()
{
    currentWeapon?.muzzleFlash?.Play();
}