Author Topic: TNET and UFPS  (Read 2863 times)

Antigono

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TNET and UFPS
« on: February 25, 2014, 06:52:56 PM »
Hello, excuse my English.
I'm trying to migrate my project in which I use UFPS to support TNET, but I can not make it work.

I've seen and follow the video tutorial, and everything is according to the video.
I am using auto-sync for test and then i will use my own scripts.

The first player connects to the server successfully through initial scene (a kind of main menu), and is Spawned  in the game scene (diferent  scene).

The problem occurs when a second player is connected:

First the second player can control certain movements of the first.
Problems occur which I think are related to the cameras (two per player).

Should be treated in a special way this?
Someone could run with TNET UFPS?

Im sync only position and rotation, and i have checked, only owner can sync.
The two player have diferent IDs when they connect to the server.

It is not much information that I provide, but maybe someone had these issues and can give me a quick answer.
I can extend in more detail if necessary.

Thank you very much!

ArenMook

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Re: TNET and UFPS
« Reply #1 on: February 26, 2014, 04:01:11 PM »
I'm not sure what UFPS is.

If you have any kind of control script, you will want to check tno.isMine before doing any logic. If false, do nothing. Otherwise your input will be processed whether the player actually owns the object or not.