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Author Topic: $Behave._DoBehave Acting Differently on Clients  (Read 1425 times)

nocake

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$Behave._DoBehave Acting Differently on Clients
« on: Oct 27, 15, 01:01:15 AM »

https://www.youtube.com/watch?v=iJiPIwYx3x4

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$Behave._DoBehave(acct, "input BasePosture Dead")
All clients run this line of code the same. It plays the correct animation but it doesnt properly set the value on clients other than the client that character being controlled by. how ever, despite baseposture not being set on the agent inputs, it does play the animation successfully every other time it calls to the behave (meaning the character stays lying dead).

The problem comes from the baseposture not being set on other client properly. When it goes to check for the idle it doesnt realize the character is dead and props them back up and runs idle animations.

why would the agent input only be setting on the client of the character it is being set on?

« Last Edit: Oct 27, 15, 01:06:30 AM by nocake »
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FI-ScottZ

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Re: $Behave._DoBehave Acting Differently on Clients
« Reply #1 on: Oct 27, 15, 12:10:56 PM »

You are calling that on the client side?  Is it available on the server side?
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Scott Zarnke
Lead Programmer, Visions of Zosimos
CTO, Forever Interactive, Inc.

nocake

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Re: $Behave._DoBehave Acting Differently on Clients
« Reply #2 on: Oct 27, 15, 04:35:32 PM »

It is called client side, all clients are made aware and run that same line of code from the client.

There is $Behave._SendBehave() on the server side.

nocake

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Re: $Behave._DoBehave Acting Differently on Clients
« Reply #3 on: Oct 30, 15, 09:29:18 PM »

Just to be clear, I tested $Behave._SendBehave and it acted in the same manner as the video.

Amarak

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Re: $Behave._DoBehave Acting Differently on Clients
« Reply #4 on: Oct 30, 15, 11:29:52 PM »

I guess another way to phrase it would be: How do you replicate parts and/or texture changes on one client to the rest?
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nocake

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Re: $Behave._DoBehave Acting Differently on Clients
« Reply #5 on: Oct 31, 15, 12:34:13 PM »

I guess another way to phrase it would be: How do you replicate parts and/or texture changes on one client to the rest?

No this is just setting the agent inputs. Which is a way to store values of the status of a characters animation.