DuckfaceNinja's Recent Forum Activity

  • There are simple tutorials (4) for Multiplayer Object. Multiplayer Object have some bugs but it work well for sign/login and sending messages. Try to avoid all other functions - only use SendMessage (and parse messages with tokenat).

    What bug are you talking about? I never encounter one so far since the last time I reported.

  • This topic discussed what are you looking for I think.

    The title is a bit off (actually it's the reply were off lol), so next time you might want to search post instead of thread.

  • It should be:

    1. On start layout sync object (position or None depends on cases), if object moves every tick, use position, if static, use none. Your case should be None.

    2. Peer send message object.X&"_"&object.Y

    3. Host create object at x=tokenat(MP.message,0,"_") y=tokenat(MP.message,1,"_")

    Should be just that. Your no 4 is unclear, you need to be more specific on what the global variable is for.

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  • But, I want the peer's changes to be transferred to the host as well so that the "sync" is both ways rather than one.

    The plugin doesn't work that way, the host should always be authoritative over changes. In your case when you want the peer to summon an object, what you can do is to have the peer to [action: send message] to the host, then at host, on peer message, you spawn the object on peer behalf. That way the object will be automatically sync over all peers.

  • also host cannot see peer

    You did not sync the peer object, look at the workflow of syncing object and client input in the tutorial.

    peer cannot do anything peer cant move

    You either haven't sync client input or you just simply don't have the control setup in you events. Pay attention to the part which explain setbit/getbit in the tutorial, that's the answer.

  • Each player needs to be able to control their two sliders and not see or control the other player's sliders. Does anyone have any tips?

    Don't sync the slider object, it's that simple. Use slider as client input instead.

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  • Ok, I will take a screenshot. BTW why noone open actual manual and not try find informations about Multiplayer plugin? Keywords: on signaling connected, peercount etc... ??? Or am I only one who read it?

    I normally use the online version.

  • It seems you didn't understand the static variable concept yet, so you might want to read on that part. The global variable work as they seem because they're static by default. Difference between local and global is global is accessible anywhere, while local is only accessible by event at same level under single parent and all it's child. It's the static that keep the number unchanged, while non-static will reset every tick.

  • Yes, I mean older manual have sections which new one NOT - for example Multiplayer. Manual from 2013 have lots of pages about Multiplayer plugin. New manual not.

    The MP plugin was rolled out this year... How is it possible to exist in 2013 version? Are you sure you're not talking about websocket plugin?

  • Sounded like a job for paster plugin.

  • You can add parameter through [Action: Call Function]. Just click "Add Parameter" to add parameter. In the function, you can take the parameter by index such as Function.param(#index).

    There are some screenshot at tutorial page as far as I remember, it's more intuitive to look at pictures.

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