![]() 6.2 Step 2: Reinitialization of the stick.6 E) Manual installation from Linux using cp (deprecated). ![]() 5 D) Installation from Linux using an ext3/ext4 filesystem.4.2 Instructions for manual installation.4 C) Alternative USB installation method from the CD-ROM.3 B) Recommended USB installation method from Windows.2 A) Recommended USB installation method from Linux.# then create a new player node locally and assign master to that peer id, so that peer than can control this node on this client > somehow store this id that pass in, get_ids will give you all the ids as you have get peer ids, but you will not know which one is assign to player SelfPeerID=get_tree().get_network_unique_id()Īnd when on the other client, to represent above player, there are few things need to do Other problem is like the input check should be part of controller etc.Īssume this is on the code of the client who control this given player (the important one is set_network_master) There maybe other problems, but that one is most obvious. Sorry not expert in GDScript and network (I used c# implementation most often)īut from the code, it seem it is trying toĪctor (revived the input ) -> rset_unreliable to sync puppet_position and puppet_rotation -> and expect Actor to pick up?īecause if player/actor need to be controlled by remote, I thought you will need to the the node's master to its controller network master Now, I am really confused please help me. The above mentioned may be a problem but I also think it is not. in the Actor Script) to the current position and at the same time I am setting the current position to the puppet_position(in the Actor script). I think the problem may be this : The player doesn't move because in the player script, I am setting the puppet_position( i.e. > And also the main_menu_script if you need: `rset_unreliable("puppet_rotation", rot)` Remote func set_pos_and_rot(pos, rot): `rset_unreliable("puppet_position", pos)` Remote var puppet_position : Vector2 = Vector2.ZEROįunc movement_control(): `if Input.is_action_pressed("move_forward"):` Look_at(get_global_mouse_position()) # No need to care about this now Peer_ids = get_tree().get_network_connected_peers() My_id = get_tree().get_network_unique_id() Player_instance.position = Vector2(rand_range(0, 360), rand_range(0, 240)) Var player_instance = preload("res://Player/Player2D.tscn").instance() Var err = peer.create_client(IP_ADDRESS, PORT) ![]() Var err = peer.create_server(PORT, MAX_CLIENTS) Var peer = NetworkedMultiplayerENet.new () ![]() Get_tree().connect("network_peer_disconnected", self, "peer_disconnected") Get_tree().connect("network_peer_connected", self, "peer_connected") # get_tree().connect("connection_failed", self, "connection_falied") Get_tree().connect("server_disconnected", self, "disconnected") Get_tree().connect("connected_to_server", self, "connected") I am using a auto-loaded script : Network, to create the playersĪnd, a player script and a actor script to control and send rpc(s) to the other side When I try to move the player, it doesn't move and to worsen it the engine doesn't show any kind of errors as well. I am trying to make a multiplayer game and my player doesn't move when I am using unreliable rpc
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