Hi!
I was trying to make a mass multiplayer game, a game with no limits on player count.
There is no object sync, it just sends a X and Y message to all players and then they spawn an object at that position. I have done this in a two player game before, and I
was very succsesful. I used the tween behavior to make the motion appear smooth. But in
that game, if you got a message, the only other player it could be from is the one you
were in a room with becuase it was capped at 2 players. I figured in my new game, I can just have a object named OtherPlayer with a instance variable tracking who was in
control of it. But I need it to constantly create and destroy these players when they
leave and join. I thought, I will just have a array track the current players, and then
I could use that. So I used the eye sore of a condition:
Array.IndexOf(Multiplayer.PeerAliasAt(loopindex("PeerCheck"))) = -1
Than
Push Multiplayer.PeerAliasAt(loopindex("PeerCheck")) on the X axis
But the Array.IndexOf() function differentiates between each peer that uses it.
Please help!